Ghost Recon: Future Soldier Beta Thread of key begging

It's quite ironic that a Ghost Recon game is perhaps the least tactical experience in general gameplay. It's just people running around with assault rifles spraying and lobbing grenades. The assault class needs a massive re-balance, the framerate needs fixing and the gunplay needs tweaking to atone for actual skill and then I might consider buying the game.

As it is all my friends IRL have already sacked the game off for it's many issues.
 
You just need one engineer per side to fuck up the Squad spawn system. As long as a UAV is in the air, squad spawns are blocked, and you can basically cut down a whole teams reinforcement with a drone (plus having the surviving ones painted red through all walls and geometry.

on Pipeline you can basically completely deny squad spawning for pretty much 50 % of the map with a single UAV. UAVs need a serious tweak. Either let them have less range or limited air time. At least let people spawn in on squadmates that are compromised by Intel, or just get rid of squad spawns entirely.

With the small nature of the maps, squad spawning isn't really all that usefull either as it takes about 30 seconds max to reach any given point on pipeline from both spawns for example. And with the run and gun nature of the current gameplay, spawning at your squad will most likely result in an immediate death through portable nukes and laser Tag AR fire.

I've just finished a match where both sides agreed to not use grenades, UAVs or Recon grenades, and boy did the game increase in intensity. Without all the needless clutter and the borderline idiotic gadgetry the game actually became tactical. Too bad that Ubisoft is seemingly more interested in throwing every possible gadget and overpowered crap at players than to focus on the main gameplay.
I'm with you. When the other team has a halfway decent engineer it completely screws up the entire flow of the game. His gadgets either need to be toned down significantly or have to be removed altogether.

I also can't stand the unlock system. Nor can I stand having to customize a loadout for 2 different factions. Both of which have different guns and different upgrades for those guns.

I just want MY gun. Customized. To work between all factions.
 
Rifleman is overpowered IMO. Maybe I need to unlock more stuff for other classes, haven't messed with gunsmith as much yet.

Even with that, I enjoy playing a ninja scout and capturing enemies. So satisfying.

Still lots of annoying connection issues, chat issues, weird glitches like sound dropping, running at 2 fps for a few seconds, in game sound going away, parties getting disbanded, locking up on the start screen; needing to restore ps3 file system to get past yadda yadda yadda.
 
The frag grenade's blast radius needs to be Killzone 2'd. Anyone who's familiar with KZ2 knows just how much clusterfuckery goes on in tight corridors and the sheer density of players in any given space, yet you seriously need to nail the throw and the cooking of the grenade in order to get a kill. It was difficult, but it was balanced.

I miss that game.
 
Scout and Engineer classes need buffing. I'd suggest giving the Scout sensor grenades, as that makes infinite more sense for the class than the default flashbangs. Also, I'd buff the scout's invisibility as well, it's kind of weak.

The Engineer needs a tonne of work. Shotguns are useless and need a major buff, I also think they should improve the accuracy of the SMG's.
 
Tony Peters ‏ @OnlyTP3 @RedStorm any night maps or snow maps in the game?

22 Apr Red Storm ‏ @RedStorm @OnlyTP3 I don't want to spoil anything, but there is variation in the map conditions.

Interesting. Any other information on this?
 
Scout and Engineer classes need buffing. I'd suggest giving the Scout sensor grenades, as that makes infinite more sense for the class than the default flashbangs. Also, I'd buff the scout's invisibility as well, it's kind of weak.

The Engineer needs a tonne of work. Shotguns are useless and need a major buff, I also think they should improve the accuracy of the SMG's.

Intel is the ENG's thing, sensor grenades belong with them. Shotguns are far from weak and 1shot pretty much everything, even at medium range (when scoped).

Scouts move faster than the other two classes when an SMG is used, and can 1 shot at range when a sniper is used. Camo is available for them on the move later in the leveling process.

The only thing that needs to be toned down in this game is the effectiveness of the rifles and the grenades.
 
im going to go out on a limb and guess the ACR is overpowered so that noobs can actually compete with players with the higher level guns.
so far the 417 is the only unlockable I like more but the ACR is still actually better imo.

Im betting a fully upgraded engineer and scout are better than an upgraded rifleman.
 
im going to go out on a limb and guess the ACR is overpowered so that noobs can actually compete with players with the higher level guns.
so far the 417 is the only unlockable I like more but the ACR is still actually better imo.

Im betting a fully upgraded engineer and scout are better than an upgraded rifleman.

The game could be perfectly balanced when everything's unlocked, but we wouldn't know.
 
The game could be perfectly balanced when everything's unlocked, but we wouldn't know.

We're through the looking glass here, people...

Question about the HVT objective. My understanding is that there's a HVT on each team, one control point on the map that has to be hacked by each team's respective HVT and that the first one to do so wins. Conversely, you can also take the points by killing the other team's HVT.

So, my question: is the enemy HVT's identity broadcasted, or is it merely a matter of killing the HVT throughout the normal course of battle?

Some of the objectives and basis for point distribution still confuse me a tad.
 
Intel is the ENG's thing, sensor grenades belong with them. Shotguns are far from weak and 1shot pretty much everything, even at medium range (when scoped).

Scouts move faster than the other two classes when an SMG is used, and can 1 shot at range when a sniper is used. Camo is available for them on the move later in the leveling process.

The only thing that needs to be toned down in this game is the effectiveness of the rifles and the grenades.

Agree completely.
 
Agree completely.

Also have to agree.
Nobody seems to be using scouts the correct way.
Also mentioned earlier a good engineer can really screw another team over.

Its the same concept as an LMG rifleman. you would think his job is just killing enemies but its actually 100% about suppressing them so either a team mate shoots them or your team can move up. thats why you get nearly as many or more points without the kill.

Scouts aren't 'Snipers' their job is to sneak past the enemies and discover the hidden ones. a scout shouldn't engage anything head on besides another scout.
also help your team by hiding near an objective and don't kill till its 90% taken by the enemy allowing your team a chance to group/set up.
their sniper is for long range viewing with the added ability of killing. also pick your shots, don't go firing like crazy if you miss, if you do your failing your classes roll.

I do think scouts should have more upgrades for dealing with engineer's stuff though.
 
Also have to agree.
Nobody seems to be using scouts the correct way.
Also mentioned earlier a good engineer can really screw another team over.

Its the same concept as an LMG rifleman. you would think his job is just killing enemies but its actually 100% about suppressing them so either a team mate shoots them or your team can move up. thats why you get nearly as many or more points without the kill.

Scouts aren't 'Snipers' their job is to sneak past the enemies and discover the hidden ones. a scout shouldn't engage anything head on besides another scout.
also help your team by hiding near an objective and don't kill till its 90% taken by the enemy allowing your team a chance to group/set up.
their sniper is for long range viewing with the added ability of killing. also pick your shots, don't go firing like crazy if you miss, if you do your failing your classes roll.

I do think scouts should have more upgrades for dealing with engineer's stuff though.

If that's how scouts are supposed to play, that doesn't sound fun at all... or helpful to the team. When do they get points exactly? The 30 so XP when someone spawns on their prone body? Have fun leveling up I guess.

You can't sneak for shit because the camo is so obvious. Like I said earlier, I can spot that camo before I can spot a regular person and moving while cloak isn't unlocked until later so how do they sneak in the beginning? They can't lol. Trying to play scout like you described will just result in you getting smoked by a rifleman over and over.

The problem is scout isn't very useful. I don't know what it looks like with unlocks but there should be a clear picture of its role even without unlocks (which there isn't). Rifleman can kill and having at least 1 engineer to spot is invaluable. But scouts? lol
 
If that's how scouts are supposed to play, that doesn't sound fun at all... or helpful to the team. When do they get points exactly? The 30 so XP when someone spawns on their prone body? Have fun leveling up I guess.

You can't sneak for shit because the camo is so obvious. Like I said earlier, I can spot that camo before I can spot a regular person and moving while cloak isn't unlocked until later so how do they sneak in the beginning? They can't lol. Trying to play scout like you described will just result in you getting smoked by a rifleman over and over.

The problem is scout isn't very useful. I don't know what it looks like with unlocks but there should be a clear picture of its role even without unlocks (which there isn't). Rifleman can kill and having at least 1 engineer to spot is invaluable. But scouts? lol

How much help to the team would a rifleman be without nuke grenades(hate them though). all he does is shoot and get shot.
scout can do the exact same with an SMG for CQC or if he is skilled with a rifle at range, with the added ability of being invisible(if used correctly)

if you're a sniper stay far away hidden but in view of the objective, if SMGing stay as close as possible but safe from grenades.
1 single guy with eyes on the objective is better for the team than having a one man army run in alone get it and die.

All the scout really needs is to be invulnerable to engineer's gear.

Engineers are actually the most useful class for team work , UAVs really help, 2 sensor grenades that cover a huge portion of Pipeline, or the computer that lets you hack alot faster.


ps Im not trying to argue with anyone just my feelings on the subject.
 
Played a few more matches, still don't like it that much. Everytime I start to have I get nuked by a made from an unseen enemy. Game just ain't for me.
 
How much help to the team would a rifleman be without nuke grenades(hate them though). all he does is shoot and get shot.
scout can do the exact same with an SMG for CQC or if he is skilled with a rifle at range, with the added ability of being invisible(if used correctly)

if you're a sniper stay far away hidden but in view of the objective, if SMGing stay as close as possible but safe from grenades.
1 single guy with eyes on the objective is better for the team than having a one man army run in alone get it and die.

All the scout really needs is to be invulnerable to engineer's gear.

Engineers are actually the most useful class for team work , UAVs really help, 2 sensor grenades that cover a huge portion of Pipeline, or the computer that lets you hack alot faster.


ps Im not trying to argue with anyone just my feelings on the subject.
The problem is SMGs are awful. Right now, riflemen are as effective at range as scouts and way more effective than everything short of a shotgun in close ranges. I think you really downplay the importance of killing people.

Also camo is a joke, as I've previously stated. A rifleman can remain just as hidden close to objectives without having to be called a scout... Keep in mind the rifleman has body armor that makes him more resilient against bad players which allows him to move, uncloaked, better than the scout despite the slower movement speed (and honestly the speed differences aren't big enough to be significant imo). I don't know how things will be once scouts can move cloaked but the camo while cloaked isn't even that good and is easily spotted.

The only big advantage the scout has is when he is in camo he can't be detected by uav/sensor grenades but the moment he moves or shoots he'll be revealed. Honestly, active camo while moving isn't as good as if he had something that scanned the area for engineer equipment and showed it on the map/3d hud for the team.

Re: Engineers; Yes, UAV and sensor grenades help but when it comes to killing power the engineers just don't have it. I agree that the engineer is necessary but there is a tipping point where having too many will cripple your team. I have my rifleman and engineer leveled up the same amount and the engineer just isn't effective on his own. I've used my sensor grenades and UAV to spot people FOR MYSELF and then flank the enemy and at the end of day it is less efficient and usually less successful than just running in blind with the rifelman.

Rifleman also get ammo boxes that replenish ammo and grenades. You said the sensor grenade was useful? How about more of them. How can you tell me with a straight face that the scout is as good as the other two characters??

if you're a sniper stay far away hidden but in view of the objective, if SMGing stay as close as possible but safe from grenades.
Also this is funny. You're never safe from grenades ;)

edit: To put it into perspective, you can't move while camo'd until level 28 and it takes up an equipment slot that could be the stun "claymore"/claymore. At level 28, engies get Jammer that prevents enemy intel devices from detecting friendlies in its radius and riflemen get ammo boxes at level 16

Edit2: One of the issues with "camo" is that the LOD on distant regular characters is low so it is hard to spot them but the camo is drawn perfectly at ALL distances which makes it much easier to spot compared to a regular person. A solution to this would to just have the camo'd player not draw unless they're moving or uncamo from the zoomed out view
 
I think the Engineer is really the only balanced class.

The UAV is great, and really helps your team. But while you're using it your effectively useless in regards to actually directly engaging the enemy, and you're an easy target since you're idle. The UAV can also be easily shot down.

To counter this I noticed the main weapons the Engineer uses is pretty much shit when compared to the weapons the Rifle class has.

The scout should get better armor, I think that's a nice, easy and simple way to improve the class without drastically changing too much.
 
I think the Engineer is really the only balanced class.

The UAV is great, and really helps your team. But while you're using it your effectively useless in regards to actually directly engaging the enemy, and you're an easy target since you're idle. The UAV can also be easily shot down.

To counter this I noticed the main weapons the Engineer uses is pretty much shit when compared to the weapons the Rifle class has.

The scout should get better armor, I think that's a nice, easy and simple way to improve the class without drastically changing too much.

Engineer weapons are really bad. The SMG he starts with is awful at all ranges. The shotgun is worse at close range than both the sniper and assault rifles from scout/riflemen.

He is most effective staying alive and spotting though so it isn't a huge deal.

In theory, the scout seems like a cool idea with its camo. It should be able to be used to sneak past enemy lines but in reality I think the camo abilities don't really fool real players. I don't know if giving them more armor makes a ton of sense either; they have the fastest movement speed of any of the classes and the rifleman already has superior body armor.

I think the scout needs to get active camo while moving w/ a cooldown as just a straight up power instead of an equipment slot (while still retaining don't move = camo) then give them a scanner or the engie jammer so they can actively disrupt engineer abilities.

Regarding ease of taking down UAVs, I'm not entirely sure. I've never even seen an enemy UAV in the air; is it marked or anything? I've had people try to shoot at mine but it's easy to just descend and park over a roof where you can still spot enemies but they have no way of shooting you lol
 
I played a match and immediately it feels like the old GRAW MP.

I just wish the big co-op mode was still in the game, because that would be my go to mode. Too bad. :(
 
I played a match and immediately it feels like the old GRAW MP.

I just wish the big co-op mode was still in the game, because that would be my go to mode. Too bad. :(

It's funny how people's opinions differ. I thought it felt absolutely nothing like any of the previous ghost recons which totally turned me off from the game.
 
It's funny how people's opinions differ. I thought it felt absolutely nothing like any of the previous ghost recons which totally turned me off from the game.
Haha, that's fair. I only played a single match before shutting it off and I was immediately reminded of the time I spent playing GRAW2. Maybe that'll change if I play more of it.
 
Woah people with framerate issues:

The game is now "done and dusted as to what's on the disc", Jacob added, but Ubisoft Red Storm will work throughout the beta period on tweaking settings for the final version. "It's the first time we'll be getting such a wave of feedback on how things are tuned, how the weapons are tuned. These are things we can fix."

probably not getting fixed. I wonder if the lag can even be addressed at this point.

also:

Looking further to the future, a raft of Future Soldier DLC content appears to be on the way. "There will be more game types coming," Jacob revealed. "These will be paid-for DLC." Details of these are under wraps, but in the long term Ubisoft plans to offer "obviously maps, new guns, new modes", Geoffrey added. "And maybe more stuff to come... we'll see."

Yikes..



Haha, that's fair. I only played a single match before shutting it off and I was immediately reminded of the time I spent playing GRAW2. Maybe that'll change if I play more of it.

Well they left the spawn camping intact. lmao



-----

One thing that has been quietly bothering me is that the game is 6v6 but allows parties of 4 which means if you matchmake lone wolf you can end up with just one other person. I lone wolf a lot and the thought of only having one real teammate in a "tactical" game kind of sucks
 
lol

Hey, if you get spawn camped, you probably deserve to lose!

I don't know about that. The maps are so small that sometimes you just get a bad roll. In the last game I played the objective was right outside the other team's spawn. We happened to control it and just push their shit into their spawn. At that point (I'm playing with all randoms), the intention wasn't to spawn camp but the game pushed us into a position where holding the spawn camp was the best way to win the match and there was no way the other team could push back out.

It doesn't help that there are very few options you have to push out of a spawn point. Say the next objective randomly spawns behind where the spawn camp is being held. Sure a player can run past everyone and hope they survive but then teammates can't even spawn on them because it is too close to the objective lol. If you get objective spawn camped, it's likely the next point will be closer to the other team's spawn and then they just have one person cap it while holding the spawn camp and you essentially lose.

So you're right, if you get spawn camped you'll lose and from my sample of the beta, more often then not you're going to get spawn camped when you lose.

Oh and one of the maps (pipeline?) is AWFUL. One of the spawns exits opens into a long corridor where you can get picked off by grenades and assault rifles. The other side has no cover at all (the one tire barricade it has is at a 45 degree angle so it's open to 3 directions). The third option is going up on a balcony where you get flanked because you can't hold the barricade side or the long corridor side. It doesn't help that the opposing 2nd story area appears to be HIGHER than yours so they can actually see where you are behind cover and hit you while you're moving back and forth. It's a nightmare lol
 
I don't know about that. The maps are so small that sometimes you just get a bad roll. In the last game I played the objective was right outside the other team's spawn. We happened to control it and just push their shit into their spawn. At that point (I'm playing with all randoms), the intention wasn't to spawn camp but the game pushed us into a position where holding the spawn camp was the best way to win the match and there was no way the other team could push back out.

It doesn't help that there are very few options you have to push out of a spawn point. Say the next objective randomly spawns behind where the spawn camp is being held. Sure a player can run past everyone and hope they survive but then teammates can't even spawn on them because it is too close to the objective lol. If you get objective spawn camped, it's likely the next point will be closer to the other team's spawn and then they just have one person cap it while holding the spawn camp and you essentially lose.

So you're right, if you get spawn camped you'll lose and from my sample of the beta, more often then not you're going to get spawn camped when you lose.

Hah, well, hopefully they'll be able to tweak the spawn locations. It seems putting an objective close to a spawn seems to be asking for trouble.
 
They should of just stuck with the bigger map formula and the old anti-spawn system they had for graw 2.

For the most part it worked okay. You would get in one or two spawn kills and then the game would switch the spawns to give the other team a chance.

then again, that's when my old clan would instead of pushing into the spawn, just setup positions around the entire spawn so you couldn't get out lol.

The spawn system use to be brutal lol. When we would get pissed off at the opposing team, we would literally put a guy at every spawn and shoot people in the back as they spawned so they had no chance to even move.
 
Woah people with framerate issues:

probably not getting fixed. I wonder if the lag can even be addressed at this point.

also:

Yikes..

Well they left the spawn camping intact. lmao

If this represents almost final code it is quite embarrassing. I guess Ubisoft wanted the game to finally ship.
 
I'm finding the beta ok but it's more run & gun than I was expecting. GRAW2 for me was much more about the co-op modes, so it's a shame co-op is not in the beta to get a taste of how it works.
 
Scout and Engineer classes need buffing. I'd suggest giving the Scout sensor grenades, as that makes infinite more sense for the class than the default flashbangs. Also, I'd buff the scout's invisibility as well, it's kind of weak.

The Engineer needs a tonne of work. Shotguns are useless and need a major buff, I also think they should improve the accuracy of the SMG's.

NO! Scout's cloak is fine, the later unlock makes it stay on the whole time you crouch-walk, completely ridiculous, and shotguns have a ton of range, I say keep them.
 
Lol I been doing it with double tap. Thanks aswell that makes it alot easier.


Someone said on Ubi's forum that it is confirmed these are the only weapons in the game.(besides the M14 & AK47)
Major disappoint imo. GRAW 2 had about
20 ARs
9 LMGS
12 Snipers
and 5 Handguns

hope we get more as DLC at least.

Full game, unlocks and DLC brings FS to about 9 handguns, 8 SMGs, 18 ARs, 8 snipers, 6 shotguns and 8 LMGs.
 
Tried about 3 different games tonight, all with crippling lag. I really hope they sort that out. I don't know if it's because I'm starved for a new MP experience, having played the absolute shit out of Gears, but I really do love the type of game this is, even with the balancing issues; I can turn a blind eye to that if I'm dominating with my AR :).
 
After spending most of the weekend with it with friends this is a pass for me. It's just not an addictive experience, and that's what I need from my shooters.

I may pick it up later after release if impressions on the online hold up and I have friends who are sticking with it.

Too much of the beta is not good, and leaves a lot of blind faith to the developer to iron it out before release. Plus, like others have said, the class balance seems off right out the gate.
 
Yea I am going to pass as well. Maybe it's the nostalgia but I feel the original GRAW was much better than this game. Man, I had a lot of fun playing that on the 360 back in the day.
 
I played a match and immediately it feels like the old GRAW MP.

I just wish the big co-op mode was still in the game, because that would be my go to mode. Too bad. :(

I felt the same when I fist played the beta, but last night I put GRAW2 in and was absolutely shocked at how outdated it is.
GRAW2's story gameplay does still feel similar though.


also people thinking GRAW looked better go back and play it. Story and MP look like a PS2 game in comparison.
 
Also have to agree.
Nobody seems to be using scouts the correct way.
Also mentioned earlier a good engineer can really screw another team over.

Its the same concept as an LMG rifleman. you would think his job is just killing enemies but its actually 100% about suppressing them so either a team mate shoots them or your team can move up. thats why you get nearly as many or more points without the kill.

Scouts aren't 'Snipers' their job is to sneak past the enemies and discover the hidden ones. a scout shouldn't engage anything head on besides another scout.
also help your team by hiding near an objective and don't kill till its 90% taken by the enemy allowing your team a chance to group/set up.
their sniper is for long range viewing with the added ability of killing. also pick your shots, don't go firing like crazy if you miss, if you do your failing your classes roll.

I do think scouts should have more upgrades for dealing with engineer's stuff though.

But right now the Scouts can't do that. The cloak is pretty much a huge poster sign to reveal your position. Scouts can't scout as they have no real gadget to do that, they are inferior to both the power of the Rifleman class, and the team role of the Engineers.

I agree that Scouts shouldn't be the killcount class. I guess no one asks for that, but at least give Scouts anything to help the team. Anything at all. Make them integral to teamplay instead of completely obsolete.

If they cut out the scouts, nothing would change. Nothing.

As for my suggestions to balance the three classes:

Rifleman

Body armor be part of their equipment/instead of frags.
Lower the Area of Effect on Frags by at least 50% as well as their lethality range to 60% of their current range.
Alternatively make Grenade throwing a more time consuming action, to make their usage a more strategic element instead of a twitch reaction.
Lower the base damage of ARs by 1/3
Lower the initial accuracy rate on ARs when snapping into ADS for the first 0.30 seconds
Lower long range accuracy.
Increase the time it takes to go from 3rd person into ADS
Crank up Recoil on Fully Automatic Fire drastically.
Increase Recoil while Moving

Engineers

Increase Ammo for SMGs
Decrease the Sensor Grenade Radius
Cooldown for UAV spotting or Time limited UAV use (1 or 2 minutes) per life
1 UAV per team at any time.
Faster Objective activation for Engineers (about 50% faster than any other class)


Scouts

Better Camouflage that doesn't telegraph your position instantly. Same movement restrictions apply of course.
Access to team and objective centric gadgets. Either sensor grenades, jamming devices or mines. (claymores, emp, jammer, tazer, laser triggers) from the start of the progression tree.
Higher supression capabilities to support forward elements.
Ability to tag enemies on sight (with cooldown, 3 per minute max, tag lasts for 10 seconds after leaving line of seight)

General suggestions:

Losing ADS when shot or supressed,
lower hip fire accuracy for Snipers and ARs
higher hip fire accuracy for SMGs
Squad spawn not blocked by Intel from UAVs but by other means (maybe a gadget for Scouts or Engineers?)
Slower Movement according to equipment selected. (The more power, the slower the base speed becomes, blocking sprint at certain levels)
Better spawn exits with less chance of spawn camping (instant spawn switch or additional alternative spawns on other sides of the maps)
Moving objectives away from spawns.

After playing the Beta extensively I still stand by my assertion. The basic gameplay is incredible. It's the best playing Ghost Recon so far. Yet the added clutter and class system is currently broken and needs serious fixes before release.

I felt the same when I fist played the beta, but last night I put GRAW2 in and was absolutely shocked at how outdated it is.
GRAW2's story gameplay does still feel similar though.


also people thinking GRAW looked better go back and play it. Story and MP look like a PS2 game in comparison.

The SP holds up better than the MP graphically, but concerning GRAW2 being outdated

In terms of basic controls and animation, absolutely. In terms of balance and as a tactic shooter, GRFS currently doesn't even hold a candle to GRAW2s MP.
If they fix the balancing issues though GRFS could become vastly superior in that department as well (hell a barebones mode with no drones, no Augmented REality crap, no camouflage for scouts could allready be vastly better)
 
GR:FS needs a REGION FILTER badly (with options and preferences, eg local,quick.worldwide) , any word of this being implemented?

it desperately needs it, i have a 30mb d/l 1mg up so its not my connection, to many times i get into games that are way to laggy, people are floating all over the place who you cant shoot.

get it right ubisoft and make sure its ready on release day as it could hurt the player base.
 
Any spare 360 codes for me and a friend (hate to double beg!) but he's really interested in this and is coming back in a few days, so I'd like to get him a gift.
 
Anyone need a key? My xbox got stolen a few weeks ago.

**Edit Have to work..So here's the Key..hope some Gaffer gets it.

GRN-63UN-W74R-MREA-N9LJ
 
As for my suggestions to balance the three classes: [B said:
Rifleman[/B]

Body armor be part of their equipment/instead of frags.
Lower the Area of Effect on Frags by at least 50% as well as their lethality range to 60% of their current range.
Alternatively make Grenade throwing a more time consuming action, to make their usage a more strategic element instead of a twitch reaction.
Lower the base damage of ARs by 1/3
Lower the initial accuracy rate on ARs when snapping into ADS for the first 0.30 seconds
Lower long range accuracy.
Increase the time it takes to go from 3rd person into ADS
Crank up Recoil on Fully Automatic Fire drastically.
Increase Recoil while Moving

Engineers

Increase Ammo for SMGs
Decrease the Sensor Grenade Radius
Cooldown for UAV spotting or Time limited UAV use (1 or 2 minutes) per life
1 UAV per team at any time.
Faster Objective activation for Engineers (about 50% faster than any other class)


Scouts

Better Camouflage that doesn't telegraph your position instantly. Same movement restrictions apply of course.
Access to team and objective centric gadgets. Either sensor grenades, jamming devices or mines. (claymores, emp, jammer, tazer, laser triggers) from the start of the progression tree.
Higher supression capabilities to support forward elements.
Ability to tag enemies on sight (with cooldown, 3 per minute max, tag lasts for 10 seconds after leaving line of seight)

General suggestions:

Losing ADS when shot or supressed,
lower hip fire accuracy for Snipers and ARs
higher hip fire accuracy for SMGs
Squad spawn not blocked by Intel from UAVs but by other means (maybe a gadget for Scouts or Engineers?)
Slower Movement according to equipment selected. (The more power, the slower the base speed becomes, blocking sprint at certain levels)
Better spawn exits with less chance of spawn camping (instant spawn switch or additional alternative spawns on other sides of the maps)
Moving objectives away from spawns.

Great suggestions. I hope the devs can address this with a patch (a big one).

On the grenade issue I think it's also because they explode really fast. You see the icon and BOOM no time to evade.

Personally I enjoy the game as a fun casual experience but it lacks the balance to take it further. Its also feels very random. Most of the games I played is about one team destroying the other with scores usually going something like 400+ vs 9.
 
I didn't even apply for the beta and Ubisoft just emailed me a key. I guess I'll have to check this out tonight.

Impressions look to be good in this thread.
 
I didn't even apply for the beta and Ubisoft just emailed me a key. I guess I'll have to check this out tonight.

Impressions look to be good in this thread.

Most people are enjoying the early on gameplay, but be warned there is massive connectivity issues that range from lag to not getting onto the servers to the game locking up.
 
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