*** The Official Rainbow Six: Siege Thread ***

Permabanned
Joined
17 Aug 2017
Posts
1,329
Had a few rounds of Ranked last night. Seems to run better on my rig, getting 90+ FPS when I used to get 75 on the Chateux Map. I don't like how they've removed maps from the Ranked map rota, House was one of my favourite maps :(

Also the bullet trace is OTT now, looks too "arcade action" and "CODy". The new operators are a nice addition but none are OP, the poison guys darts are pretty meh tbh... the animation to take it out is too short, I would have preferred something longer with the positioned player shouting to get it out thus giving more time to get at them.

Also the Polish operators disoriented mines are confusing, you plant about 4 and when one goes off you get a prompt telling you but it doesn't tell you which one went off! I know for the sake of Frosts traps it doesn't tell you but thats because they down the enemy, these mines just disorientate the enemy. Would be better if they were colour coordinated and revenant colour text comes up.

Hit detection and gun control is better now. Overall you're getting three new operators, some bug fixes and a better textured map (Chateux).

It's the opposite for a lot of people. They have removed "temporal filtering" from the graphics settings, which gave a lot of people a boost in FPS.
 
Soldato
Joined
23 Sep 2005
Posts
5,465
Location
Fife
At the moment it takes about 1.2 seconds to take out... should be at least 2

Don't agree. There are (potentially) 7 of the mines, they are invisible, and there is an indicator as to when they've been fired. Making the removal delay longer would make them totally OP. Used correctly, they can lead to wallbang kills quite easily and prevent rushing, which is what they are meant for.
 
Soldato
Joined
12 Jan 2009
Posts
6,416
Don't agree. There are (potentially) 7 of the mines, they are invisible, and there is an indicator as to when they've been fired. Making the removal delay longer would make them totally OP. Used correctly, they can lead to wallbang kills quite easily and prevent rushing, which is what they are meant for.

They are not invisible, if you look carefully you can see them. You only get 7 if the round last the maximum time. Yes the indicator helps but my point is once triggered it takes longer for you to get to the enemy than it does for them to take the needle out. By the time you get there the enemy will be aware of your presence and ready for you, the only plus side for you is that they have less health :/

As for wall bang kills... how often do you see them in game
 
Soldato
Joined
23 Sep 2005
Posts
5,465
Location
Fife
In keeping balance with the other ops, I think they work fine. The other traps don't even indicate that they've been triggered (frost/kapkan etc) so not sure why you don't think they are useful.
 
Soldato
Joined
12 Jan 2009
Posts
6,416
Kapkan trap kills or severly injures, Frost traps down the enemy.... needle thrower is the equivalent of walking bear foot on a Lego brick :/
 
Soldato
Joined
23 Sep 2005
Posts
5,465
Location
Fife
We'll have to agree to disagree! They are designed to slow down the attackers and indicate that they've been triggered. Lesion can see when any are triggered (and where) and call out to teammates. While the attacker is pulling the mine out, the defenders can hit them. The mines promote good comms and slow down attackers.
 
Soldato
Joined
12 Jan 2009
Posts
6,416
We'll have to agree to disagree! They are designed to slow down the attackers and indicate that they've been triggered. Lesion can see when any are triggered (and where) and call out to teammates. While the attacker is pulling the mine out, the defenders can hit them. The mines promote good comms and slow down attackers.

This is Siege :p The only comms I get is toxic
 
Soldato
Joined
23 Sep 2005
Posts
5,465
Location
Fife
Casual or ranked? I've made a few "friends" through casual who I play with and we have pretty decent comms. Solo queue though and its hit or miss!
 
Associate
OP
Joined
14 Oct 2012
Posts
1,441
Give it time for people to get used to the new meta, then we can decide what is OP or not. I remember thinking Jackal was OP when he was first released! I do have a feeling that Ela is going to get nerfed a little though, she is a great roamer as well.

Gu Mines are great at using them to wallbang. Plant one down, go behind a destructible wall, when you see it has been triggered - shoot through the wall.
 
Permabanned
Joined
17 Aug 2017
Posts
1,329
Plz i remember after the smg11 nerf you missing a low HP enemy with a full mag in a closet,prob still haz the vid top kek





Ummm we are on dis discord https://discord.gg/QUez9D,on tuesday we will all be on,on Uplay i iz Criminalpuppet,plat is easy in r6 tbf,plz join and help carry mynight,he had an 'adjustment period'


Edit: pick hibana expect a TK btw lol xD

Added you. That Discord link has expired, send me new one?
 
Associate
OP
Joined
14 Oct 2012
Posts
1,441
I have removed the Blood Orchid operator introduction videos, and the Theme Park map leaked video.
Some news has been added, and I have added a few extra guides & helpful links.
 
Soldato
Joined
23 Sep 2005
Posts
5,465
Location
Fife
Not sure I like the new map much. New ops seem OK (I've only unlocked Lesion though) - his mines are pretty good, and the shotgun is very cool, although only 6 rounds and slow reload means it has to be used carefully.
 
Associate
OP
Joined
14 Oct 2012
Posts
1,441
Not sure I like the new map much. New ops seem OK (I've only unlocked Lesion though) - his mines are pretty good, and the shotgun is very cool, although only 6 rounds and slow reload means it has to be used carefully.

I thought the same about Coastline when it was originally released, now I love it. Hopefully the more you play of it, the more you will enjoy it. Shame it doesn't appear often due to the rotation.
 
Soldato
Joined
23 Sep 2005
Posts
5,465
Location
Fife
Good to hear as I really like coastline! To be fair, I've only played theme park a few times as it rarely seems to come up in casual, and I don't play ranked.
 
Associate
OP
Joined
14 Oct 2012
Posts
1,441
Y2S3.1 Patch Notes


The first patch after the season launches is generally a much lighter patch. So you will not see the same level of fixes as the Season launch, but we are working on many more issues for the Mid-Season Reinforcements. Patch Y2S3.1 deploys on all platforms on Tuesday, September 19th, 2017.

Gameplay
  • Fixed – Switching weapon at the edge of the smoke will reveal what is inside the smoke. [Note: a partial fix for this was deployed with the Y2S3 launch but this is an additional fix.]
  • Fixed – Attackers cannot go back to the drone view after their drone was destroyed while selecting a spawn point in prep phase.
  • Fixed – Ending a match point round on a draw results in gaining MMR for the losing team.
  • Fixed – Concussion Mine cannot be destroyed if a player shoots it in the upper part
  • Fixed – Gadgets lose their functionality if a player is rapidly switch between primary, secondary weapons and gadget.
  • Fixed – Operators can pass through ground while rappelling.
  • Fixed – Holstering the M1014 is slower than other weapons.

Operators

Recruit
  • Fixed – Cooking a grenade until it explodes while prone does not kill the player.

Mira
  • Fixed – Hitbox does not follow her silhouette in the armpits.

Glaz
  • Fixed – Screen stutters when Thatcher’s EMP grenade is use while in ADS with Glaz’s sniper.

Caveira
  • Fixed – If a player quits the game during an interrogation, the gameserver would crash. [Consoles only. This fix has already been live on PC.
  • Fixed – Players are able to pass through the wall or even remain stuck after performing Interrogation.
  • Fixed – Going into Silent Step stance from the primary weapon skips instead of being a smooth animation.

Castle
  • Fixed – Armor panel shows no removal prompt on opposite side when directly in front of it. Castle is no longer concerned about tearing down his own hard work. (Putting those barricades up isn’t easy!)

Montagne
  • Fixed – Frame skipping can be noticed on shield equip animation.

Sledge
  • Fixed – Going forward while looking down on prone with Sledge shows a graphical corruption.

Fuze
  • Fixed – Black pixels are seen on the ACOG when fired.

Jackal
  • Fixed – Dry reloading the PDW9 does not result in a properly discarded drum magazine in the world.

Ela
  • Fixed – Ela's eyes are very wide open on the MVP screen, facial animation is exaggerated. While Ela has definitely seen some ****, she is coming to terms with it.

Game Modes

Terrorist Hunt
  • Fixed – Hooded White Masks are missing their face model.
  • Fixed – All players in a session receive error 2-0x0000B005 when someone takes damage from a nitrocell.

Hostage
  • Fixed – Broken animation when the hostage is picked up for the first time.

Custom Game
  • Fixed – The players kicked by the host while in the lobby of custom game player hosted sessions are removed from the session after starting it.
  • Fixed – Lobby is not refreshed in real time after a player quits.

Level Design

Skyscraper
  • Fixed – Planting the defuser beneath the refrigerator in Kitchen makes it impossible to interact with it.

Kafe
  • Fixed – Operators can get stuck after vaulting on the engine in the Mining Room.

Border
  • Fixed – Valkyrie can throw a Valkyrie camera inside a wall of 2F Security Room.
  • Fixed – Valkyrie can place a Valkyrie camera inside the Cabinet of 2F Security Room.
  • Fixed – Player can place a Valkyrie camera inside a wall of 2F Break Room.

Clubhouse
  • Fixed – Attackers can force collision from EXT Western Roof to enter 2F Gym.
  • Fixed – The deer trophy from 1F Bar has no collision with gadgets.

House
  • Fixed – Operators can break collision with the wall and gain a tactical advantage.

Consulate
  • Fixed – Unable to vault over deployable shield in small doorways.
  • Fixed – Players can have a view of the Press Room after placing a Black Eye under a pillar on the wall.
  • Fixed – Players can have a view of the garage as well as part of the stairs through exploiting Black Eye placements.
  • Fixed – Drone is able to go inside the wall when going onto some windows.

Oregon
  • Fixed – Bomb defuser can be plant beneath the nightstand in 2F Dorm Main Hall.
  • Fixed – Indestructible wall has no bullet collision when shooting through doorframe.

Bank
  • Fixed – Player can place a cameras inside the wall between 1f Admin office and 1F Archives.

User Experience
  • Fixed – Some players during PVE cannot be heard in voice chat at all, even if part of a squad, whether it is in Open or Push-to-Talk.
  • Fixed – NAT types will sometimes switch to Strict.
  • Fixed – Brazilian Roundel charm cannot be collected after completing the Brazil Day challenge before a planned maintenance.
  • Fixed – The interior of Capitao’s red dot sight on the Para-308 is visible when aiming down sight.
  • Fixed – The interior of Ash’s red dot sight on the G36C is visible when aiming down sight.
  • Fixed – Players with GTX 780 series GPU experience graphical corruption.
  • Fixed – When switching between different drones, the white noise of a destroyed Twitch drone disappears.
  • Fixed – Any button click hides the mouse while in the Alpha Pack screen.
  • Fixed – Switching Inputs makes duplicate icon disappear.
  • Fixed – Eyenox sound effect remains after the scanned operator dies while Jackal is scanning the footprint.
  • Fixed – There are two different animations for moving sideways while prone.
  • Fixed – There is a LOD issue on the barbed wire.
  • Fixed – When vaulting then ADS the hand go through the weapon.
  • Fixed – Friendly player outlines can be seen at spawn.
  • Fixed – Guns are being duplicated after death.
  • Fixed – Operator’s hand clips through their body while reloading.
  • Fixed – Alpha Pack roll results can be displayed incorrectly.
  • Fixed – The Battle Tank charm clips slightly into the gun.
  • Fixed – The Straps on the helmet of Thatcher Chibi charm is one-sided texture.
  • Fixed – Roulette for Alpha Pack at the end of the match can be rolled multiple times when switching between display modes.
  • Fixed – In a lobby, while writing in the text chat, if the host quit the written text and chat box remain and appear on menu.
 
Last edited:
Associate
OP
Joined
14 Oct 2012
Posts
1,441
TTS update

The next PC TTS Phase will start on Wednesday, September 20th. It will be available starting at 1pm EDT, and end on Friday, September 22nd at 1pm EDT. We will be testing a variety of new features, and are looking forward to your feedback. Please be sure to report your thoughts on the following after trying them on the TTS subreddit.

Operator Buffs
During this TTS phase, we will be testing adjustments to two Operators. Kapkan is now more nimble, and is now designated a 2 Speed Operator. He is also carrying more of his upgraded traps, which do not have a laser, nor do they deal lethal damage. Additionally, #BuffBlitz2017 is officially a go. Blitz will be able to move more quickly with his shield up. Jump on the TTS yourself and give us your feedback!

Network Health
We will be implementing a series of adjustments to improve your experience when it comes to monitoring the health of your network performance. For this, you will notice four new icons in the upper right corner of your screen. These four icons will denote the quality of your gameplay experience concerning your ping, connection stability, FPS, and host stability, respectively from left to right.

Network Icons
We will also be testing improvements to hit validation, latency alignment, pawn-to-pawn physics, replication, and removing the processing delay from your overall ping. More details about all of these points will be coming in a Dev Blog in the following weeks.

Gameplay Fixes
Testing for various fixes involving vaulting, explosions, and gadgets will be occurring during the TTS. If you are encountering issues with these three aspects of the game, please provide us with as much detail as possible.

Recoil

As noted in an upcoming blog, we will be revamping the recoil for most automatic weapons in the game. During this TTS phase, we are going to be testing more of the recoil patterns. Keep in mind that you are not testing a final version of these recoil patterns, or even new patterns for all weapons that will be receiving them. We are eager to get your feedback on how the new recoil patterns feel!

Collision Fix Test
The team will also be testing a tentative physics fix for various collision related issues, like Player Clipping, Shield Vaulting, Drones, etc.
 
Back
Top Bottom