Jump to content
View in the app

A better way to browse. Learn more.

The Armory

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

RabidRebel

Armory Member
  • Joined

  • Last visited

Everything posted by RabidRebel

  1. That is odd. We tried it through the glass windows on the floor before the top using the Sentinel (SR-25). I definitely hit Axlerod hard. The glass won't shatter and it'll appear that the bullet is stopped by the glass. It isn't though. It's not an easy shot to pull off (usually need a mark), but it worked.
  2. So Sharps65 and Axlerod did some testing last night. They determined that the extraction border on Garage is a little more forgiving than it appears on the mini map. There is a good 10-15 meters outside of the fence that you can go without getting auto-marked. So what does this mean? Be careful in your approaches near the fences. There are a few nearby bushes and holes that can make an enemy ambush very hard to detect. For example, there is a bush in the SW corner and in the NE corner of the base where it's difficult to spot enemies outside of the fence line. A similar look was taken at the Institute. The borders are drawn a lot tighter on that map, but we did find you can get in the tunnel from the "ditch side" (not the river side) by dropping down into it. We also confirmed you can shoot through the glass on the 7 story building, even though it doesn't shatter. It's REALLY hard to see through from the outside, so it can be devastating to those who are in the grey building (aka Sharps's builiding). Testing Bonus: We found out you can snipe somebody on the access point from the far sniper tower even though they moved the access point. It's a narrow angle shot, but if someone is actually accessing the tower, you can hit them from this point.
  3. Has anyone seen this on garage? Guys are running outside the fenceline and seemingly outside the white border and not marked. There's the dead body of one I found doing this... Axlerod has seen a few pathfinders pulling this too.
  4. Rinse and repeat...
  5. Disciple was also on the enemy team, but we got him to quit when I camped his body in the last round. Don't mess with TAC is the message here.
  6. I'm just concerned that some maps might get neglected for the sake of other players hating certain modes or maps. I know some players have, for example, posted in the Ubisoft forums that they quit out of every extraction map because they hate the mode that much.
  7. Picked this up from the Ubisoft forums today. RainbowGrimm did some weapon testing with the weapons in the game and posted the spreadsheet via google docs. Some of you may find this useful in choosing your weapons. Not sure how accurate it is, but it came up in a discussion about "worst weapons in the game." Please take into account that this does not take into account recoil or any other gun features which may make higher DPS weapons less effective than lower DPS ones. Just food for thought like how the Desert Eagle is crap compared to the M1911 given the damage versus rate of fire. Same with the SMG-11 the enforcer carries as a secondary being the lowest DPS in the game (this is why it's all about the super shorty!). Ghost War Weapon Data.xlsx - Google Sheets DOCS.GOOGLE.COM All Weapons # OF SHOTS TO THE TORSO TO KILL,RATE OF FIRE,TTK vs Tank WEAPON,MAGAZINE SIZE,VS NORMAL,VS ASSAULT,VS TANK,(rounds per second),(in milliseconds),ACCURACY Assault Rifles, PVP Damage Model 556xi,20,4,6,9,12,750,Excellent ACR,30,4,6,9,12.4,726,Excellent ACR Baby Vintage,30,4,6...
  8. The 4th update will be delayed until Mid-March. They are also merging Update 5 and 6 into one update in April. More information at the link below as to why and what they are doing. Our official Ubisoft Forums have now closed. You can find our Forum channels over on Discord by clicking this https://discord.gg/ubisoftofficial link FORUMS.UBI.COM This page has definitely closed. To find your favorite forums and threads, go to https://discussions.ubisoft.com.
  9. Hey all, Just giving you a heads up that we ran into some folks from c44 who seemed rather unhappy with COVAH, Silvaticus and me. The circumstances involve COVAH destroying them on Deforestation (12 kills) followed by another devastating round on Cartel Depot where he aced the team. One of our random players dropped during this round and it led to some "interesting" statements coming out of c44. They insisted COVAH was just bush camping (he wasn't) and that somehow that wasn't legal. They kept stating that they were recording the match and they couldn't believe we [the TAC team] would do something like that. Also, they made threats about calling in the Chinese to go after our entire team. I'm not sure if they meant any of what they said, but they were fairly insistent and went on for quite awhile, especially after COVAH got disconnected while we were waiting for another player. Don't worry, Silvaticus and I torched them even without COVAH on the next round and got them to rage quit. This is just a warning that there may be some bad blood out there between some bitter c44 players. I don't think they are actually going to do anything to us. Keep a look out if you see them. -RabidRebel
  10. Not a win, but I'll take 7 kills when facing C-L-E-T-U-S. One round was an ace against him...
  11. The other team took a beating to their KDR when Sharps65 and Axlerod1 had enough of their sniper camping.
  12. Saw this on the forums. Kind of an interesting informal vote on favorite classes in Ghost Wars. Axlerod, as of my last results view on the poll, Tank is getting absolutely no love from the ~230 people who have voted so far. Whats your favorite class? - Online Poll - StrawPoll.com STRAWPOLL.COM What's your opinion? Vote now: Pointman, Tank, Tech, Assassin , Disruptor, Predator, Sniper, Ranger, Enforcer, Sentinel, Pathfinder, Scout, Artillery, Diversionist, Medic, Recruit...
  13. Came across a thread in the Ubisoft forums where there was mention of two perks impacting some gun attributes in addition to their stated descriptions. As previously mentioned, Dexterity seems to increase handling on a gun. It was also mentioned that accuracy may be boosted with Steady Hands in a similar manner. Essentially, the forum poster theorizes that using these perks adds a percentage increase to these attributes. There is some merit to this argument when you look at the Sentinel Class (yes, I went into a custom match and tried it out). The SR-25 has moderate handling (~50% of the bar) and with Dexterity, nearly all recoil seems to be eliminated. If you, however, take the PSG-1 into a match (~10% of the bar for handling), you'll not see the same recoil savings. The guns that benefit the most from this set up, if the theory holds, are ones with moderate accuracy or handling stats that you can get the most bang for the buck on. Hence, the SR-25 becomes "god-like" when you take its high accuracy and then boost its handling significantly with Dexterity. This also happens with the MK-17 on the Tech. I'm still working on testing variations to look at the assertions of the original forum poster, but so far I can repeat his claims that most automatic weapons don't dramatically benefit from the recoil advantage Dexterity brings. You can notice a change with the Enforcer. You do a lot less "pulling down" on the mouse to keep your gun on target. The main benefit with Dexterity on the Enforcer is straight up the reload time and weapon switching. You can almost non-stop fire the super shorty and reloading your LMG is reasonable. You may also see benefits using it on the ACR (Pointman) or the M4A1 (Diversionist). Where you won't see strong benefits are the Sniper (too slow firing for the handling benefit to be noticeable) and most of the Support classes. I have not had a lot of time to play around with Steady Hands to straight up look at the accuracy impacts, but some of that may be attributed to its huge impacts on hip fire and taking away ALL additional bullet spread from firing while moving (Ya, those snipers that seem to never stop moving to take a shot). Again, if the theory holds, you're really looking for guns that have decent to high handling with medium accuracy. This is the reverse of the guns you'd use with Dexterity. The goal is to maximize both stats to really create that "perfect" weapon. If the gun has trash handling and medium accuracy, you may not even be able to keep the gun on target, so all of the benefits of a highly accurate weapon are lost (mostly in the automatic weapon department). Both Steady Hands and Dexterity have their primary stated purposes, but if the theory continues to hold about "hidden" stat boosts to your gun, you may be able to take these underwhelming perks to the next level by maximizing when/where to use them on certain classes with certain guns. Have you all had good luck in using these perks since the last patch? Have you noticed a change in how the guns operate using these perks on specific classes? I know at least three of us are destroying with the SR-25 using Dexterity.
  14. AngryOIFVeteran and I were running hostage rescue last night on the attacking side with a team that was leery about actually extracting the hostage. Not a big deal, but we didn't have the hostage in hand with 30 seconds remaining. I ran into the building with AngryOIFVeteran tying up their forces, busted the lock, and grabbed the hostage with 1 second remaining on the clock. You'd have thought we would lose, but as some have stated in the forums, you cannot lose an extraction match due to time IF you have the hostage in your possession when the time runs out. The timer will still say 0:00, but the Round indicator will simply turn to the word "Contested" in red text. I was able to actually get the hostage out and win the match for the attackers with no time remaining (and for a solid 15 seconds after time ran out too). In other words, don't give up on the attacking side with only a few seconds remaining. Just get that hostage in your hands to buy your team a few more moments of hope.
  15. Update -- Dexterity Perk The Dexterity Perk has been updated to make it a worthwhile perk. It was a ninja update, so it didn't make the patch notes. The description on the perk HAS NOT changed. Dexterity now impacts the handling on weapons which can have a HUGE impact on the recoil/scope time on weapons. There is basically zero recoil on an SR-25 or an MK17 when using this perk. The MK17 instantly scopes with the use of this perk. In addition, the speed of reload seems to be amped above 50% as stated in the description. Reloading a SR-25 is basically instant when using this perk. I haven't tried this with a wide array of weapons, but you may wish to give this perk another look when using a high recoil weapon or one with a long reload time.
  16. Axlerod, thanks for the undocumented notes link. It keeps getting updated, for those who haven't been looking. DesertDog is summing up any entries on his first post in the thread (you don't need to read them all). Below is the current list. Ones I didn't catch were the change in the Disruptor radius and Sound Masking. Verified Changes: * Stats page, the Most Played Classes now shows how many rounds you played a particular class instead of how much time you have played a particular class * Pathfinder now has 40 arrows total, 20 "per mag" * Mines now show a small orange trigger radius as well as the large red detonation radius * Warehouse AP now moved to the upper laptop (that I asked about a few weeks ago) - lower laptop removed * Urban Uplink moved 2 buildings East, spawns changed and map area increased * The scope TA31H (Acog) lost the zoom * Assassin’s PDR now have 30 in mag instead of 20 * Disruptor's range significantly increased * Sound Masking bonus doubled Unverified Changes: * the battle rifles ie sentinal rifles and mk17 has a noticeable change in refire rate, or rather how recoil seems to work, as they can seem to fire more shots down range more accurately then before. Especially with dexterity that seemed to dramatically improve more then it used to
  17. After seeing teams last night, I'd say this "new meta" is now an "old meta." The Predator class seems to have rapidly taken favor. I think this is a good thing, but it'll be awhile before we see another meta stabilize. One new trend I'm seeing is the Pathfinder used on Extraction Mode. Since he doesn't set off mines, he can basically grab the hostage and be out without setting off any traps. Apparently the hostage doesn't set off the mines for him... Maybe it's time for a return of C4?
  18. Last night, Chromey and I ran into someone running a "hack" that Axlerod and I discovered back in October/November while looking through Ghost Wars videos on Youtube. Originally, the culprits were on console, but it now appears to have shown up on the PC side. This is not good news given the patch just rolled out. Luckily, Chromey was recording, so that player probably won't have an account much longer. The Cheat (to look out for) When loading into a match, occasionally one player will take forever to load in. Usually this is a benign connection issue, but from the previously viewed Youtube videos and actual game play last night, that player may be exploiting the game and is actually moving in game while the rest of the players are loading in. This allows them to basically "load in" at/near the spawn on the opponents. Chromey and I experienced this when one of our teammates loaded in 200+ meters ahead of us in a bush on Farm Town (basically in the other team's spawn). When confronted about the load in location, the player blamed it on an Ubisoft glitch. Unfortunately for him, I was drone piloting with thermals and could clearly tell where he loaded in, and he was moving and fighting normally (e.g., no weird HUD issues or the like). His position also didn't comply with the known glitch of basically spawning right on top of your opponents (usually invisible). I just wanted everyone to know that we have a verified sighting of this exploit on PC. Again, not everyone taking forever to load in is doing this, but it is something to keep an eye out for.
  19. Already not in the patch notes... the Crossbow got some scopes....
  20. Update: Apparently the sprint for the Predator is heavily extended if you keep running even after it runs out. You can get at least 3 run bars out of the Predator by running til the first bar is almost gone, hit the battle rage (giving you infinite sprint for 20 seconds), and then letting the bar run down from full at the end of Battle Rage. You'll be behind the enemy lines in no time...
  21. To be fair, the article mentioned only items about the Battle Crates. They specifically excluded any other information about the update, including how you might spend those credits.
  22. RabidRebel posted a topic in Gaming
    Just quick tip on Safety First. Apparently, Safety First works in all directions at 20 meters. Tried it the other night on Jungle Base. Not my favorite perk in the world, but it picked up all the mines on the 2nd floor while I was still on the 1st floor. Also shares the info with your teammates. Useful for when you need or want to make that rush on building maps. Not sure if anyone knew this, since so few of us even care to use the perk. Figured I'd share for the next time a team of us take on those mine-heavy building maps.
  23. The Ubisoft forums have been rife with complaints about the OP nature of the Predator class over the last few weeks. Along with that has come mention of a new squad meta that has been showing up in the last few weeks that surrounds the Predator. You've probably all seen it, but not recognized it. The gist of it is having your squad run the following class set up and rushing hardcore at your opponents: Pointman, Predator, Scout, and a 4th class of the squad's choosing. There are some slight variations on this setup which I'll mention below, but after running this setup with some of the Armory folks, it just plain works. We're winning more matches than not and even against squads that gave us trouble in the past (excluding the folks who are likely using paid talent). Those of us running it are still testing it out and probing for weaknesses, but I wanted to open the discussion because we're quite frankly seeing this meta run against us on the regular. If you're getting rush killed, check the classes, it's probably this set up or something similar. Why It Works 1. The Pointman and Predator cannot be suppressed in a firefight (Predator only during Battle Rage) and bring an insane amount of fire power with their guns that they can tag team. You also can't flash bang the Pointman and the Predator can heal up during the fire fight with his Battle Rage. If these two are together, a team is going to struggle finding a way to slow down their death march aside from running the same classes against them. 2. Both the Predator and Pointman are good at both close to medium range with their guns, making it hard for opponents to rely on the safety of range against this rushing duo. Snipers have a fair shot at both of them, but we've taken traditional sniper maps with this setup and destroyed opponents using that style of play. 3. The Scout has a thermal vision drone that is faster in both speed and regeneration time than any other support class. The current Tech jammer cannot keep pace with the Scout drone, often only being able to take out 1 out of 2-3 drones, depending on pacing. With frequent and rapid marks, most teams are torn apart by the rushing Pointman and Predator faster than they can figure out what is going on. It creates an environment where they cannot hide, and it only gets worse if your team wipes a few of the other team's members early. 4. The 4th class provides versatility to the setup that help open up opportunities for the two-man rush crew based on the map in question. We've had success using the Sentinel, Ranger (better at keeping pace with the rush), Disruptor, Tank, Assassin and occasionally the Medic. Substitutions 1. The Predator is key to this setup given the incredible fire power and healing abilities it has. It doesn't have a known substitute as of yet. 2. The Pointman can be subbed out for another assault class capable of keeping pace. The Tank and Disruptor are good options if you can't wrangle the ACR or AK-12. Just be sure to pick an Assault class that has the 30% health bonus. 3. The Scout has an easy substitution with the Diversionist due to it's longer drone up time and faster regen time on the ability. The Diversionist also brings a lot more fire power and the "secret drone" helps evade attempts at using a Tech. We took down a team on Farm Town using it and they even had a Tech (never used the ability because they didn't know the drone was even up). The Medic and/or Artillery classes can be used, but the painfully slow drone regen times don't seem to work well in this slot except on faster paced maps (Jungle Base) where mines are more helpful or you don't anticipate needing the drone much for spotting (Scrap Yard). The Scout should be entirely subbed out on Jungle Base and Urban Incursion. Keys to Success 1. Keep Moving. This set up is made to roll the other team as quickly as possible by putting as much pressure on them as possible before they can get entrenched. Get into a close range position before their sniper has a chance to pin you in (Ruins anyone? -- Yes, this meta works on Ruins without a Sniper). 2. Stay Together. You don't need to be hip to hip with the strategy due to the range of the guns on the classes you're using, but close enough to work angles to punish anyone going after another team mate. 3. Shoot them on every good mark or bush ping. Leave them no time to hide. 4. Avoid rushing buildings. Many groups are still running classes utilizing a bag of mines. Unless you're running Safety First, the rest of your team probably won't be able to get you up. Save building root canals for the end. We're still exploring this set up and all of this might go out the window with the next update. With the next update possibly being 10 or so days away, I just wanted to report back what we are seeing and see what you all think. Have you found a good, reliable defense against facing this set up? Did I miss something in my assessment of this new meta? Are you experiencing success while using it?
  24. It looks like battle crates really are coming to Ghost Recon. Info on them is posted at the link below. TLDR; The battle crates will be sold for 400 ubisoft credits and give you 3 items you don't already own. Ghost War crate items will include new Icon skins that are ONLY available via battle crates. Everything else is available for individual purchase without the random element. Crates are coming with the next title update this month (along with the much anticipated Ghost War update). Ghost Recon Wildlands on Xbox One, PS4 & PC | Ubisoft (US) GHOST-RECON.UBISOFT.COM Get Ghost Recon Wildlands and experience the game that blazed the path for Ghost Recon Breakpoint. Enter a vast open world that challenges you to explore, discover cartel operations, and shut them down however you see fit. Use any combination of weapons, vehicles, and tactics to destroy the cartel’s assets, take out its bosses, and strike at the heart of its leadership.

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.