Ghost Recon: Future Soldier Beta Thread of key begging

Today was the first time I tried any other class than the engineer, it was interesting...

Played the engineer from the start because of the sensor grenades and the uav intel, such a huge benefit for yourself and your team. Scout class played interesting, was a really fun class, did quite well individually but overall the team suffered.
 
not a big deal but something I started thinking about today
Is it just me or do the Ghost soldiers look less advanced than in GRAW?
Graw_soldier_2.jpg

they also lack some of the futuristic guns they had in GRAW and its set 10+ years later.

Then this game is more realistic than it even knows. Clearly the field testing from GRAW 2 wasn't worth the trillion dollars for these programs so they cut some of them and kept the important ones that we see in FS...lol

It is kind of funny since the main prototype program you see in these games have been cut but they've been trying to implement some of its tech in other ways.

In reality, I'm sure it's something they overlooked for some reason. I don't know if this plot involves WWIII, but they possibly had to cut things so they could field each soldier and produce the vehicles/equipment needed. It wouldn't really affect the Ghosts though but it's a possible BS excuse we'd hear.

Good observation though. I actually like the GRAW 2 look better.
 
not a big deal but something I started thinking about today
Is it just me or do the Ghost soldiers look less advanced than in GRAW?
they also lack some of the futuristic guns they had in GRAW and its set 10+ years later.

A lot of the programs that GRAW and GRAW2 were inspired by were shitcanned by the army in 07, shortly after those games came out.
 
New balance changes pushed today:
http://forums.ubi.com/showthread.php/671803-Multiplayer-Beta-–-April-27th-Update

Riflemen are over-powered:
  • Increased minimum recoil for the ACR and AK200 to align them more closely with the other assault rifles.
  • Reduced maximum assault rifle damage range, making the sniper rifle more valuable.
  • Increased minimum damage of SMGS, making them more effective against all classes at further ranges.
  • Dramatically reduced the radius of the heartbeat sensor.

Nooooo they weren't. The issue is the other classes are pretty shitty with their weapons and attachments. No ability to give engineers a grenade? No sniper grenades? SMG's were shit. Sniper Rifles weren't too practical on the maps outside of mill and even then that's situational.
 
Can I still get in on the beta?
I wiped off the dust & tore open my shrinkwrapped copy of Conviction & popped it in a few days ago. Went to Uplay & nothing. Logged off & back in & still nothing. I been checking my email as well & I got nothing.
 
Nooooo they weren't. The issue is the other classes are pretty shitty with their weapons and attachments. No ability to give engineers a grenade? No sniper grenades? SMG's were shit. Sniper Rifles weren't too practical on the maps outside of mill and even then that's situational.

I think the problem with the AR was mostly the ACR having very little recoil.

In single shot, the damage was too high. I think it was almost? ohk for headshots.

As far as SMGs go, I don't know if they needed a buff at long range. What they needed was a buff at close-close/mid range. Engineers shouldn't really be engaging people that much anyway since they mainly do recon/objectives. Use UAV/sensor nades to flank etc. and keep it close.
 
I think the problem with the AR was mostly the ACR having very little recoil.

In single shot, the damage was too high. I think it was almost? ohk for headshots.

As far as SMGs go, I don't know if they needed a buff at long range. What they needed was a buff at close-close/mid range. Engineers shouldn't really be engaging people that much anyway since they mainly do recon/objectives. Use UAV/sensor nades to flank etc. and keep it close.

The ARs were overpowered. Simple as that. The ACR was ohk and pinpoint accurate at all ranges in single fire mode. There was no deviation, no spread, nothing.
The AK was a bit less accurate but still comparable to both starting sniper rifles.
Another problem was that even when hit, the accuracy and ADS would stay intact, making first shots from Snipers or SMGs useless.

SMGs needed a range buff as they were inferior to Assault Rifles in close and mid range combat in both damage and accuracy. They would also need a hip fire bonus, while ARs and Snipers need a massive reduction in hip fire accuracy. (increasing the preparation time on both ARs and Snipers would balance their damage)
All Guns need an increased time to ADS, or target alignement. ADS right now is a cheap way of taking potshots out of cover, minimizing risks while having full accuracy.

Sniper Rifles were perfect from the get go, the damage and follow up shot accuracy was right from the start. The problem with the scout class is that they are useless to teamwork except for the smoke grenades.

I'd switch out smokes with the sensor grenades of engineers personally to incorporate snipers into the teamplay. Also, snipers should get supression on the sniper rifles (not the Machinepistols obviously) which would make them even more integral to teamplay.


My final suggestions:

Recon Grenades go to the Scout Class, Smokes to Engineers
Scouts should become a land based Recon Class with the following options: Sensor Cam, Recon Grenades, Stun/Frag/Emp Mines
Engineers should specialize in technical Recon abilities: UAV(armed/unarmed), Jammer, Hacking, and Objective Boni (faster arming of bombs, sensors, hacking, uploading etc than other classes)
Rifleman are pretty much perfect as a class with some weapon balancing.

It is truly great to see that Ubisoft is taking notes from the feedback. Great to see that it's a Beta and not a cheap demo with glitches up the ass *cough*BF3*cough*
 
I actually wouldn't care if they took ADS away from rifleman.

haven't gotten back on yet but I really hope the range damage didn't screw up the 417, that was its main purpose.
 
I actually wouldn't care if they took ADS away from rifleman.

haven't gotten back on yet but I really hope the range damage didn't screw up the 417, that was its main purpose.

I seriously doubt the range nerf is going to make a huge difference. I could kill people at "range" with SMGs pre-patch. The maps simply aren't big enough/don't have the line of sights that will put the damage drop-off to the test. I mean on pipeline the longest LOS you have is maybe the south corridor and I can kill end-to-end with pre-patch SMG.

Mill is larger but most of the line of sights are obscured by obstacles or require you to shoot through (unintentional) gaps in bridge supports/etc.

Long range engagements just aren't really part of this game at all which is a shame.
 
Downloaded the beta from the PSN store. My friend and I can't stop playing it. It's simply amazing. Game looks like shit, but I'm sure that's just because it is a beta. My only other complaint is the stealth kill animation is hard to believe. I rather see a guy getting stabbed. I'm definitely picking this up on PC when it releases.
 
Mill is larger but most of the line of sights are obscured by obstacles or require you to shoot through (unintentional) gaps in bridge supports/etc.

Long range engagements just aren't really part of this game at all which is a shame.

Mill is technically the largest map in the game, but there are other maps more suited to snipers (Mill has got a lot of noise all over the place). The Overpass map featured in this video springs to mind:
http://www.youtube.com/watch?v=94xXnJEoz5k&hd=1
 
i also need an extra key, preordered 360, but gamestop has not emailed me a code for the game...will give extras when i have them, don't know why i didn't get any emails yet.

please pm.

thanks guys.
 
Mill is technically the largest map in the game, but there are other maps more suited to snipers (Mill has got a lot of noise all over the place). The Overpass map featured in this video springs to mind:
http://www.youtube.com/watch?v=94xXnJEoz5k&hd=1

You're gonna have to talk with your buddies about the lack of TDM and spawn camping. The friends I had who were interested have lost interest completely. The game simply isn't fun when you can't leave your spawn and the majority of gamers want to play TDM. By making those two choices you almost guarantee this game to be a flop. (I personally prefer OBJ game play, but if you're gonna change Ghost Recon to make money anyway, why would you not include TDM?)

It would be a shame for this game to wind up another game that's simply good for coop and nothing more.
 
You're gonna have to talk with your buddies about the lack of TDM and spawn camping. The friends I had who were interested have lost interest completely. The game simply isn't fun when you can't leave your spawn and the majority of gamers want to play TDM. By making those two choices you almost guarantee this game to be a flop. (I personally prefer OBJ game play, but if you're gonna change Ghost Recon to make money anyway, why would you not include TDM?)

It would be a shame for this game to wind up another game that's simply good for coop and nothing more.
Not to mention the point system is not only poorly communicated, but terrible. Saboteur, when playing a halfway decent team, will almost always come down to the individual point scores rather than a bomb plant.

You score points through "teamwork" actions. The easiest way of which to do this is to throw sensors down and use UAVs to spot people. The end. The engineer wins games. If you're playing on a team without one, no matter how much better you are at shooting and killing, you won't get a thing unless some sensors are down.

I really hope that dumb point system goes. Either no individual points, or give one point per kill. Even giving one point per kill creates issues in objective game types like saboteur, but it makes more sense than the wacko system they've got now. Maybe a system where individual points can be rewarded through smaller, secondary objectives.
 
Not to mention the point system is not only poorly communicated, but terrible. Saboteur, when playing a halfway decent team, will almost always come down to the individual point scores rather than a bomb plant.

You score points through "teamwork" actions. The easiest way of which to do this is to throw sensors down and use UAVs to spot people. The end. The engineer wins games. If you're playing on a team without one, no matter how much better you are at shooting and killing, you won't get a thing unless some sensors are down.

I really hope that dumb point system goes. Either no individual points, or give one point per kill. Even giving one point per kill creates issues in objective game types like saboteur, but it makes more sense than the wacko system they've got now. Maybe a system where individual points can be rewarded through smaller, secondary objectives.

There needs to be points for kills. Especially when the points you get for completing the objectives are usually 100+. With objectives being the only real way (fuck the teamwork stuff, those things never happen often enough to make a difference) close matches don't even really exist. If you are down by 10 or so with only a few minutes left to go there is no real way to make a comeback because of the time it takes to get objectives. I don't mind the lack of a TDM gametype, but at least make kills worth more than just experience in objective games.
 
Not to mention the point system is not only poorly communicated, but terrible. Saboteur, when playing a halfway decent team, will almost always come down to the individual point scores rather than a bomb plant.

You score points through "teamwork" actions. The easiest way of which to do this is to throw sensors down and use UAVs to spot people. The end. The engineer wins games. If you're playing on a team without one, no matter how much better you are at shooting and killing, you won't get a thing unless some sensors are down.

I really hope that dumb point system goes. Either no individual points, or give one point per kill. Even giving one point per kill creates issues in objective game types like saboteur, but it makes more sense than the wacko system they've got now. Maybe a system where individual points can be rewarded through smaller, secondary objectives.

The whole teamwork action points should be scrapped. I don't get why you're complaining about it in Sabo though; the team that sets the bomb off will pretty much win regardless of how many teamwork action points the losing team gets... which is how it should be.


There needs to be points for kills. Especially when the points you get for completing the objectives are usually 100+. With objectives being the only real way (fuck the teamwork stuff, those things never happen often enough to make a difference) close matches don't even really exist. If you are down by 10 or so with only a few minutes left to go there is no real way to make a comeback because of the time it takes to get objectives. I don't mind the lack of a TDM gametype, but at least make kills worth more than just experience in objective games.

I don't really agree with you. Giving more incentive to not play the objective seems like a really bad adjustment to make. If you want to give "action points" for killing someone close to the objective then I'm OK with that but rewarding people for any kill? No way. That will just tilt the match more in favor of spawn camping lol
 
I also think people are jumping on the the fact rifleman are overpowered and the other classes are underpowered simply because maybe the rifleman starts off with the best gear at low levels, but the other classes really make way once you level them up and unlock the better gear.
 
I also think people are jumping on the the fact rifleman are overpowered and the other classes are underpowered simply because maybe the rifleman starts off with the best gear at low levels, but the other classes really make way once you level them up and unlock the better gear.

Not really. Assault rifles were just TOO good at all ranges. No sway, barely any recoil, 1ohk? headshots, 2-3hk body shots. They outgunned SMGs at ALL ranges, were competitive with sniper rifles at long range and pretty much matched them using single fire. They definitely needed a small adjustment.

I agree that the other classes need a buff though, especially scouts having better equipment but that probably will never happen.
 
I saved an extra 360 key on my computer a little while ago and I think I found it. I found a key in a word document called 'gr' so I'm assuming it's that. PM me if you want it.
 
I don't really agree with you. Giving more incentive to not play the objective seems like a really bad adjustment to make. If you want to give "action points" for killing someone close to the objective then I'm OK with that but rewarding people for any kill? No way. That will just tilt the match more in favor of spawn camping lol

No it won't. Especially when the objectives give you so many points. Your "action points" idea is a good one though. At least make kills worth something during the game instead of only xp. But as devs, there isn't really anything they can do to stop spawn camping. It happens in every single multiplayer shooter. Gears tried to combat it with spawn protection yet people can still get spawn camped because good players know to just wait out the timer. Spawn camping comes down to player skill and lack there of. When a game has two evenly matched teams no one will get spawn camped. When there is a disparity is when that happens.
 
No it won't. Especially when the objectives give you so many points. Your "action points" idea is a good one though. At least make kills worth something during the game instead of only xp. But as devs, there isn't really anything they can do to stop spawn camping. It happens in every single multiplayer shooter. Gears tried to combat it with spawn protection yet people can still get spawn camped because good players know to just wait out the timer. Spawn camping comes down to player skill and lack there of. When a game has two evenly matched teams no one will get spawn camped. When there is a disparity is when that happens.

Right but giving players more and more incentives to spawn camp doesn't help. GRAW:FS has a terrible unlock system which creates a huge skill gap between players who invest a lot of time into the game and players who don't which means the chances of an "evenly matched" team is even more rare.

The map design already makes it pretty easy to spawn camp (small maps). Objectives close to spawns funnel teams towards spawn camping. Then you want to allow a team to push the score up in objective modes by spawn camping? Spawn camping already provides your team with a huge power position where you can get every objective as long as you hold the chokes. If you start awarding points for kills in this position people will just quit once conflict scores balloon up to 800-10.
 
Right but giving players more and more incentives to spawn camp doesn't help. GRAW:FS has a terrible unlock system which creates a huge skill gap between players who invest a lot of time into the game and players who don't which means the chances of an "evenly matched" team is even more rare.

The map design already makes it pretty easy to spawn camp (small maps). Objectives close to spawns funnel teams towards spawn camping. Then you want to allow a team to push the score up in objective modes by spawn camping? Spawn camping already provides your team with a huge power position where you can get every objective as long as you hold the chokes. If you start awarding points for kills in this position people will just quit once conflict scores balloon up to 800-10.

One point per kill isn't any more of an incentive to spawn camp than 75xp per kill is. If a team is dominating the objectives a few extra points from killing people aren't going to make a difference. I'm already seeing scores of 500-15 in games without a point per kill system. I just don't like the fact that in games that are actually close, with little to no spawn killing, there is no way to make a come back or increase your lead because of how long the objectives take.

I will agree with the unlock system issues though. Although it really only favors the engineer. Most of the other unlocks don't make as big of a difference as the engi ones do.
 
You're gonna have to talk with your buddies about the lack of TDM and spawn camping. The friends I had who were interested have lost interest completely. The game simply isn't fun when you can't leave your spawn and the majority of gamers want to play TDM. By making those two choices you almost guarantee this game to be a flop. (I personally prefer OBJ game play, but if you're gonna change Ghost Recon to make money anyway, why would you not include TDM?)

It would be a shame for this game to wind up another game that's simply good for coop and nothing more.

Let @redstorm know, and that goes for anyone else who has feedback. It will be noted.
 
Huh, so it turns out the second email I got apologizing for sending me the wrong beta code the first time sent me THE EXACT SAME CODE the second time.

Smashing job Ubisoft.

Here is the apology grenades code, it looks like it has all the characters in it.
GR5Z-YWNO-KDJQ-ITGZ
 
Am I the only one that thinks 1st person aiming feels really out of place? I would prefer it if 3rd person shooting was more accurate and 1st person completely gone.
 
Am I the only one that thinks 1st person aiming feels really out of place? I would prefer it if 3rd person shooting was more accurate and 1st person completely gone.
It feels a little out of place. Socom 4 and Unit 13 did the same thing and I got used to it. I never touch 1st person. I feel it's slow and too much of a crutch. I stick soley to 3rd person and I can get some major butt.
 
Can I please get a code? I just saw this game on Inside Xbox and I would like to try it.
 
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