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Scrappy Mechanic / Ghost Recon Wildlands

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  • For reasons unknown, the game is sloppily done in many areas, especially compared to The Division, and desperately needs patching for many broken/unfinished mechanics.
  • Ammunition limits for some baffling reason are wildly incorrect across all weapon types. Sniper rifles max out at 84 rounds, which doesn't divide equally if the player is carrying a weapon that has a 20 or 30 round magazine. Assault rifles max out at 335 rounds, which doesn't divide equally among any of the magazine capacities, leading to the player having rounds left over. Most egregious is the pistol ammo limit, which maxes out at 225; this means the player is somehow carrying 30 magazines of pistol ammunition. Despite the obvious errors, this has still not been patched.
  • The helicopter and plane controls used to be unacceptably bad; helicopters do not respond to pitch commands, often pitching in the opposite direction, are slow to move and have plane-like physics. Helicopters with forward mounted weapons are useless due to their reluctance to pitch down and the lack of an aiming reticule makes aiming a frustration. The lack of rotation controls means there is no way to yaw the helicopter left or right for precision landings. Planes also lack yaw controls, which can lead to botched landings. This was thankfully patched.
  • Weapon customization is interesting but is full of holes/inconsistencies. Weapons that should be able to equip attachments cannot (like the 6P41 having a railed fore-end but strangely being unable to accept foregrips), some weapons having incorrectly modeled attachments (the AUG A3's gigantic 30-round magazine and the M4A1's oversized stock are notable examples).
  • Vehicle physics are very poorly done; most land vehicles are floaty and frustratingly difficult to control, with even heavy vehicles having no weight to them and motorcycles are not even modeled with proper crash mechanics, meaning a crash more than likely ends with the player soaring through the air and going into "downed" state.
  • When you discover a supply crate containing a new weapon or accessory, it is not automatically added to the arsenals of your teammates when looted. As a result, you'll often see all 4 players on a team standing in line at the crate when one is discovered.
  • Supplies in co-op mode have to be individually tagged by each team member, resulting in the scenes above being repeated with the various supply containers found throughout the game world.
    • This at least has since been patched to one tag per resource for the whole team.
  • The fact that generic enemies can randomly surrender to the Ghosts adds a nice touch of realism and atmosphere to the game - in theory. What usually happens in practice is that you shoot someone dead and get a "surrendered enemy killed" message plastered across your screen, followed by a What the Hell, Hero? line by a team member and a mission failure in case you already did it one or two times in the same mission. Enemies tend to surrender when all veterans in the area are dead and they witness several of their buddies being killed in short order, but combat in this game is simply too fast-paced for the average player to even notice in time that one or more of the bad guys in their crosshairs had a change of heart, so all this mechanic does is add another method to very suddenly fail a mission.
  • The supply convoy raids. Sure, they're fun the first two or three times you attack one, but they become boring very quickly once you've figured out a good tactic (and there are quite a few of them). They're not mandatory, thankfully, but if you want to unlock all skills, you're practically forced to grind dozens of convoys to acquire the necessary resources. If you're playing Tier One mode and want to upgrade your weapons, even more so.
  • Unidad helicopters and patrols tend to wear out their welcome fast. Doubly so helicopters. Unidad is a roaming hostile faction that's hostile to both the player and the cartels, but they'll mostly focus their efforts on the player. Because they can spot you while roaming it can ruin stealth if you happen to be by a road when a patrol passes by, and there are also Unidad helicopter patrols that can, for no given reason, circle the area where you are, clearly looking for you even if it has 0 reason in universe to suspect you're anywhere in the area and ruin a stealth run by spotting you from the air. They can do this randomly and it can easily ruin any event that has mandatory stealth, such as stealing a helicopter full of supplies or any of the daily challenges.
  • Random cartel lieutenant spawns are supposed to help you gather in intel for supply raids and unlockables. Unfortunately, even if you have those unlocked/visible, they still spawn. What's worse that they spot you very quickly, and will usually ruin a stealth run for missions and daily challenges. Their spotting, in some cases can alert the enemy of either side!
  • If a mission requires you to be stealthy and for some reason the player decides to shoot their guns (like at alarms and Generators) while there are rebels nearby, the rebels can aggro the enemy and fail the stealth segment. More painful if the mission requires you to not kill any enemies.
  • The daily challenges requires the player to be on the extreme difficulty to complete its objectives with certain restrictions. Also, failing said conditions requires the player to redeploy to a certain checkpoint, forcing a restart in some cases.
    • Weapon restrictions: While they can be circumvented with the AI teammates and the rebels, the player CANNOT kill anyone else EXCEPT using the weapon type required. The restriction also includes melee kills and vehicle kills, enemy or not. Hit a rock and spun out near a civillian and run him over? Too bad, the challenge failed.
    • Stealth required missions are a pain when the drone CANNOT be used due to jammers. The player can also be spotted by the random lieutenant and Unidad patrol spawns, failing the required stealth. Being hunted, however, doesn't fail the segment.
    • No damage runs requires the player to not receive any damage. If the target is a roaming target, or that you cannot stealth the mission (Like if the mission begins with the hunted phase on), it becomes a nightmare to avoid being detected and being shot, especially since it's on extreme difficulty where the AI has perfect accuracy.
    • Task force challenges can sometimes require you to play with other players. Don't have other player to play? Too bad. These missions often require the players to grab and kill three specific buchons in one area or in quick succession- and even to other buchons that killing them causes a mission fail in the first place!
  • Bullet travel time and drop. Realistic? Yes. Annoying? Very much. You have to compensate for the distance and bullet drop when sniping at long ranges or against moving targets and because of it it's a nightmare to deal with helicopters or any target very far since it's usually hard to see where the fired bullet went so you can adjust your aim accordingly.
  • Strangely, the recon drone and the Spotting skill can become this in missions that require you to identify and tail a target without being seen. The moment you spot the target - who's usually surrounded by a platoon of enemies - their grab-a-vehicle-and-drive-to-the-destination script kicks in, and if that happens while enemies are close to you, you won't be able to get a to vehicle yourself in time without getting spotted. On the other hand, once/if you know all of this already, the situation is turned around completely because you can just park a vehicle in a good spot, track down the target from afar and follow them without any hassle.

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