Ghost Recon: Future Soldier Beta Thread of key begging

My brother gave me some codes to post here. Hit quote on my post to see them (should work, I've never used that trick before.)

All for Xbox

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Well apparently I can't play this anymore. It just sits on the loading screen forever. Tried multiple restarts too... oh well.
 
I have a spare key and I'm new here.

This is my thanks for letting me join present to NeoGaf.

Xbox 360: MRMD3-XQWK2-FYYJF-GJHCK-6WRJZ

I don't know how to do the quote thing so just let me/everyone know if you claim it.
 
A handful of games later and this is looking like a buy for me. The weapon customization is basically porn, the gunplay is fun and the cover system is unique and functional. It's no Gears, but it's solid, nonetheless. If they can clean up the visuals and the hideous UI, then we're good to go.
 
Im so impressed I want the collectors edition.
how much is it and the signature edition? want them extra guns,etc

To think I wrote this off in favor of Socom 4 last year. ugh.
 
A handful of games later and this is looking like a buy for me. The weapon customization is basically porn, the gunplay is fun and the cover system is unique and functional. It's no Gears, but it's solid, nonetheless. If they can clean up the visuals and the hideous UI, then we're good to go.

The HUD is really ugly but the UI in general is terrible too. The character/gun upgrade UI is awful. You can't see what characters are before or after in the left/right menu and you have to press a button to switch factions instead of up/down? The fuck?

Then there is the weapon upgrade area.. Why even break the gun out if you have to use a radial menu to select stuff? I don't get it lol
 
The HUD is really ugly but the UI in general is terrible too. The character/gun upgrade UI is awful. You can't see what characters are before or after in the left/right menu and you have to press a button to switch factions instead of up/down? The fuck?

Then there is the weapon upgrade area.. Why even break the gun out if you have to use a radial menu to select stuff? I don't get it lol

disagree.
 
disagree.

You think having a rotating menu while you have upgrades in a breakout view is good?

Thanks for elaborating at least. The menus are NOT intuitive at all imo. Why even break out the gun into seperate parts if the only way to access them is via a carousel menu? Why wouldn't you use screen real estate to show what class is previous/next instead of just having you cycle horizontally to find out? Why would you have a button switch between factions when they're clearly listed vertically already on the UI and up/down is unused?
 
this is one ugly game ..

maybe ive been spoiled by BF but not being able to shoot some one because they are behind the picket fence right in front of me annoys the hell outta me :/
 
I just got my first laggy match. When things aren't running smoothly they get REAL bad.

Also had a host migration which basically just ends that round and restarts the game, spawns and all with the current score. It's nice that they have host migration at all but I don't like how they handle it.
 
You think having a rotating menu while you have upgrades in a breakout view is good?

Thanks for elaborating at least. The menus are NOT intuitive at all imo. Why even break out the gun into seperate parts if the only way to access them is via a carousel menu? Why wouldn't you use screen real estate to show what class is previous/next instead of just having you cycle horizontally to find out? Why would you have a button switch between factions when they're clearly listed vertically already on the UI and up/down is unused?

When you spawn in, and the HUD has a static/fuzzy look to it... yuck. Bothers my eyes every time. It's a quick effect, but you're seeing it a ton, as you respawn.
 
Caught a few more matches tonight and man I think I had bad luck or something. I had like 3 laggy matches that resulted in a lot of missed head shots. I got killed in the most bizarre ways too.
A recurring problem my buddies and I had was the chat. Like the match would start and we are able to communicate but then a few minutes in I they wouldn't be able to hear me and vice versa. It was annoying. It only happened once yesterday though.
Still had fun running the scout class. Hopefully the chat thing gets fixed though
 
Why wouldn't you use screen real estate to show what class is previous/next instead of just having you cycle horizontally to find out?

There are only 3 classes, I see absolutely no problem with it.
Its not that difficult to cycle over 2 spaces.
Seems like even beyond a nitpick.
Scout-Engineer-Riflemen

Gunsmith could use a vertical list just to make it faster but its not really a problem.
 
Right now my suggestion would be:

- cut AR damage in Half. They are ridiculously overpowered for the Rifleman Class Role.

- Add recoil to all guns. Right now they behave like peashooters

- decrease accuracy on all automatic fire rifles. Either through recoil or sway.

- either cut frags completely or seriously reduce their power and lethal range. Make them non restockable on ammo crates or resupply caches! Right now positioning and securing an objective is completely obsolete as the area effect of a single grenade is enough to wipe out a whole fireteam. Who needs strategy when pressing the grenade button will net you a tripple kill.

- Make Flashbangs more reliable and consistant.

- Increase Damage for pistols. They work great otherwise.

- The current rifleman class should probably be the highest unlock state in terms of power and match dominance. As a default class with no unlocks it is simply broken and overpowered.

- Consider unlocking all parts from the get go. Make the classes count instead of punishing new players and rewarding veterans who should not need the assists.

- Maps so far seem amazing, with great flow and multiple changing hotspots. They could be a bit larger though but that's just me. But spawns need better protection. On Pipeline, Bodark is pretty much at the mercy of the ghost side to not get locked into their spawn.
I don't know if it's possible, but adding two idle spawn points on other sides of the map (alternate LZs) would change up the linearity of the map.

- Maybe consider giving scouts the recon grenades and give engineers jammers instead. This should give scouts a more proactive and supportive role on the battlefield, while giving engineers a more active role on the objective or defensive.


Right now the class system is broken or useless as one class is completely obsolete and could be cut without any consequence on the games gameplay (scout) while one is overpowered to hell and back, and one has immense potential but feels useless when a single grenade can wipe out a whole fireteam.

It saddens me to say this, but right now the beta plays like Cod in 3rd person... no scratch that, worse. It's a twitch shooter where reflexes and exploiting gameplay mechanics and balancing issues will get you further than playing intelligently and coordinated. It saddens me, because I freaking love the look, the way the characters behave, the way the environments are implemented with the control system (sprint to cover, climbing walls, dropping down of ledges etc etc etc) It flows great, but boy oh boy, the Rest seems like a broken mess in the hand of actual gamers.
I'm still very much looking forward to the game, as I love the premise of Guerilla and the 4 player story coop, but I doubt that I'll be playing the competitive MP at all, since it seems to miss the point about class based MP completely.
 
Anyone get the M416 yet? one level away and don't know if I want it or the Stoner.
Just want to know if it has an unlockable burst or full auto trigger.

Right now my suggestion would be:

- cut AR damage in Half. They are ridiculously overpowered for the Rifleman Class Role.

- Add recoil to all guns. Right now they behave like peashooters

- decrease accuracy on all automatic fire rifles. Either through recoil or sway.

Can't agree on these especially the first.
Pistols(3-4 hit kill)
AR (2-3 hit kill)
SMG(3-4 hit kill)
Snipers(2 hit kill)
Damage wise they can maybe up the sniper's but then your going to have an invisible guy with a fast firing one hitter, that is amazing long range and in CQC.
recoil for the AR is about the only thing they should up.
People act like this is new fire up GRAW2 hold L1 and you have laser guns. GRAW 1&2 just had more open maps they gave snipers the upper hand.

One thing that really needs to happen is if your being hit or suppressed it should kick you out of the ADS view.


on another note I started using the LMGs for what they're made for and its alot of fun. suppressing someone so they start blindly firing around only for my team mates to headshot them lol.
 
Sorry but teams with good engineers and scouts are unbeatable.Scout is probably a lot better with higher level unlocks like claymore.I think that class system works really well and all of them are really usefull.Team work in this game works amazing and is really fun.
I don't know how somebody can say that this plays like Call of Duty.You can't win a match against good players when playing this like CoD.Tactics,cover and use of eguipment are crucial to win.Simple thing like well placed smoke can give you really big advantage.
One thing these both games have in common is low hp but gameplay wise they are VERY different.
 
Anyone get the M416 yet? one level away and don't know if I want it or the Stoner.
Just want to know if it has an unlockable burst or full auto trigger.



Can't agree on these especially the first.
Pistols(3-4 hit kill)
AR (2-3 hit kill)
SMG(3-4 hit kill)
Snipers(2 hit kill)
Damage wise they can maybe up the sniper's but then your going to have an invisible guy with a fast firing one hitter, that is amazing long range and in CQC.
recoil for the AR is about the only thing they should up.
People act like this is new fire up GRAW2 hold L1 and you have laser guns. GRAW 1&2 just had more open maps they gave snipers the upper hand.

One thing that really needs to happen is if your being hit or suppressed it should kick you out of the ADS view.


on another note I started using the LMGs for what they're made for and its alot of fun. suppressing someone so they start blindly firing around only for my team mates to headshot them lol.


But with an AR that deals as much damage per shot as a Sniper, what's the point to even use a Sniper Rifle? They really need to fix the ARs and the Class System for the final release.

I agree about hits or even close misses (supression) should throw you out of ADS.
Maybe increase the time it takes to go into full ADS to make it more realistic and not a headshot machine that lets you pop in and out of cover with pinpoint accuracy in under a second.

Also in GRAW1 and 2 Snipers were only real dominant in a few maps (Headquarters and Riverside come to mind) In most other maps, a good fireteam of Rifleman was a lot more dangerous than some camping snipers who could be easily avoided with smokes and flanking maneuvers.

Another solution for the grenadespam would be a longer preparation time before throwing the grenade, bringing back the power meter to determine how far the grenade is going to be thrown.

But even then, the game lets you unlock grenade launchers anyway, so that should suck the last bit of tactical gameplay out of competitive multiplayer anyway.

Sorry but teams with good engineers and scouts are unbeatable.Scout is probably a lot better with higher level unlocks like claymore.I think that class system works really well and all of them are really usefull.Team work in this game works amazing and is really fun.
I don't know how somebody can say that this plays like Call of Duty.You can't win a match against good players when playing this like CoD.Tactics,cover and use of eguipment are crucial to win.Simple thing like well placed smoke can give you really big advantage.
One thing these both games have in common is low hp but gameplay wise they are VERY different.

Thats fine and dandy when playing against a team that didn't discover the portable nukes yet or hasn't yet realized that the ARs are as accurate and deadly as the Sniper Rifles. And I agree, playing against teams who didn't make that discovery yet is great fun and highlights how much fun this game could be without these horrible balancing flaws.

Scouts are completely obsolete as their standard rifle is essentially an AR without any of the benefits. They don't add anything to the gameplay except for easy targets to slit their throat. They have no equipment out of the gate that would make them usefull as a class. Flashbangs... lol. Their role can be completely emulated by the Rifleman Class right now, switch on an RDS and you have the same accuracy on the mid range maps in this Beta while having frags and sensor cameras.

Engineers are better, but it simply feels like they make the Scout even more useless. They are the recon and tech class... leaving scouts with flashbangs and peashooters disguised as Sniper Rifles. Oh yeah, I forgot, once you grind yourself through hours of horrible Scout gameplay, getting picked off by ARs with no recoil and bullet spray from across the map, you can unlock claymores...
Which in turn are again useless because unlike the throwable nukes/grenades can be spotted and disabled.

It's true that this isn't cod, because honestly, COD even MW2 was a lot more balanced. This statement might be a tad hyperbolic, but I feel very strongly about GR, and to see GRFS after my great impressions last year at Gamescom to turn into a twitch shooter fest with a laughably useless class system and horrible balance and unlocks that punish newcomers while pandering to long term players by offering them overpowered gear and aids that have no real drawbacks is really discouraging.
 
another thing I have to disagree(in general haven't seen it much on here) with is the Ghosts being over powered.
Check the later guns. The Russians second pistol is an automatic Ghosts' is semi, Russians last sniper is fully auto Ghosts are all semi, the Ghost's P90 starts semi and finally the starting Russian LMG not upgraded is also better than the Ghosts
 
another thing I have to disagree(in general haven't seen it much on here) with is the Ghosts being over powered.
Check the later guns. The Russians second pistol is an automatic Ghosts' is semi, Russians last sniper is fully auto Ghosts are all semi, the Ghost's P90 starts semi and finally the starting Russian LMG not upgraded is also better than the Ghosts

I actually never thought that the ghosts were over powered. In Fact, aside from the Pipeline spawns I thought that both sides were pretty much equal in terms of advantages.
 
Here are some 360 keys that i got in an email:

RMDW6-6HTRQ-FTGQ7-3MW9Q-KHHYZ

DQ9QC-2Y7VK-XV9RM-QCQFK-6JQ7Z

QYXTM-DX2MX-JRCWV-CHKQP-Q77DZ

C3HJM-3RJR3-G7MTV-D2VDM-V7JGZ
 
Thats fine and dandy when playing against a team that didn't discover the portable nukes yet or hasn't yet realized that the ARs are as accurate and deadly as the Sniper Rifles. And I agree, playing against teams who didn't make that discovery yet is great fun and highlights how much fun this game could be without these horrible balancing flaws.

I respect your opinion but I really don't know what you are trying to say here.
You are saying that team full of riflemens is superior to some mixed class team ?
What happens when team discovers that ARs are accurate and deadly ?
I have played against riflemen teams but it doesn't change anything, it's even simpler - but you must have good team. Without it, it can really look a little like CoD.
Granades are powerfull but you can only do triple kills with them when opposite team is not so clever and they'r lying all together on the objective.

Engineers are better, but it simply feels like they make the Scout even more useless. They are the recon and tech class... leaving scouts with flashbangs and peashooters disguised as Sniper Rifles. Oh yeah, I forgot, once you grind yourself through hours of horrible Scout gameplay, getting picked off by ARs with no recoil and bullet spray from across the map, you can unlock claymores...
Which in turn are again useless because unlike the throwable nukes/grenades can be spotted and disabled.

Having read your posts I gather that your biggest problem is that the scout class is underpowered compared to the rifleman class.You haven't mentioned anything negative about the engineer and yet you are saying that class system is "laughably useless".
Maybe you are right about scout I don't know I haven't played with this class a lot but I strongly disagree with your statement about classes.Maybe there is some room for improvement but it's not that bad.

One thing I agree with is that ar should be less accurate on longer distances. this would help with the scout/rifleman balance.
 
Ok, is it me or the kills cams look awfully awkward, invisible bodys and floating guns anyone?

they need to fix that asap
 
Well I have a new favorite weapon type, LMGs. ran into an alley with like 5 enemies in it looking my direction, went full auto suppressing them and killed them all. got double the points for it also.



did something weird earlier, was getting shot at when I hit the left thumbstick to run my character did a side roll/dodge thing.
been trying for about 30 minutes to redo it but I don't seem to be able to.


boris feinbrand that wasn't about you just something I have been seeing on a few forums
 
.Team work in this game works amazing and is really fun. I don't know how somebody can say that this plays like Call of Duty.You can't win a match against good players when playing this like CoD.Tactics,cover and use of eguipment are crucial to win.Simple thing like well placed smoke can give you really big advantage. One thing these both games have in common is low hp but gameplay wise they are VERY different.

I totally agree. Im having to unlearn all of my habits from BF3 and other FPS. In someways it takes me back to playing terrorist hunt in Rainbow 6. Check your corners, speed means death not life... loving it. This is a definite change of pace for anything released recently and is what I wanted SOCOM 4 to be.
 
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