Get Access Now!

Access this product on $9.99


Follow us

Facebook Youtube Twitter Google+


Prima on Twitter


Best selling eGuides

    - of    


Top eGuide pre-orders

    - of    


2.1 Introduction

The ultimate measure of your skills not just as a lone Ghost, but as a squad, were put to the test throughout the Campaign. Now it’s time to put that tested mettle to use against actual living, breathing combatants. Ghost Recon Future Solider’s Adversarial modes pit you against the rest of the world in ten wildly different maps across four distinct game types, each with its own nuances, quirks, and strengths. Mastering not just the basics of the modes, but the ins and outs of each of the maps is key to securing objectives before hostiles on the other team can do the same. Make no mistake; this is just as team-oriented as the Campaign ever was. To come out on top, you’ll have to work together with other members of your squad and team to ensure victory. Those that seek singular glory will find themselves at the bottom of the leaderboard at best, and kicked out of the squad as a likely consequence. Communicate, collaborate, and concentrate. Adversarial modes are where good Ghosts go to become great.

A decidedly objective-based approach is required for all Conflict maps, meaning it’s not enough to just shoot the other guys, you have to beat them to the punch in gaining control of objectives and then hold those objectives until the timer runs out. Objectives are randomized, and can offer a variety of side effects, including intel on hostile players, the ability to shut down their HUDs with an EMP blast, being able to restock ammo and deployables and more. Kill counts aren’t the goal here; only by taking and holding more valuable sites on the map will your team come out on top. Most objectives are two-sided, meaning if an attacking team is trying to destroy or capture an objective, it is marked as a defensive objective for the opposing team.

Repelling demolition attempts on the EMP generator until it can unload affords defenders a huge advantage for about 30 seconds, effectively turning the normally high-tech operations of the attacking team’s HUD dark. That means no radar, no advanced optics (even when aiming through scopes), no Optical Camo, no objectives markers, no UAVs, no deployables. ... You get the idea. Needless to say, if you’re on the attacking team, planting a demo charge on the EMP is of the utmost importance.