INTRODUCING NEW SMOKE GRENADE & BOLT ANIMATION – DUAL PERSPECTIVE REPLICATION
Smoke grenades and Capitao’s smoke darts have been fully revamped. They are now completely opaque and will be displayed the exact same way on every client, which will make them much more reliable and consistent. We’ve welcomed pro players to test them in our Montreal studio – they’ve found these new smokes to be so strong that we’ve decided to follow their recommendation and lower their amount to 2 per operators that can chose them. This change will also temporarily make Capitao’s smokes grey, instead of blue.
NEW GAME DESIGN UPDATE ON ACOG’S FOR DEFENDERS
As a standard from now on there will not be a 2 or 3 speed Defender with the option of using the ACOG sight.
While we like the fact that defenders can challenge attackers on long distances on their approach, we believe this strategy should come with a higher risk. The possibility for 3 speeds operators like Jäger and Bandit to challenge on the longest distances while being able to relocate very quickly is currently too strong. As a consequence, Jäger and Bandit lose their ACOG, and the only new defenders that will get ACOGs will be the heavy armored ones. However, this does not mean all heavy armor operators will have ACOG’s and will be decided on by the Game Design team.
WEAPON FALLOFF DAMAGE REDESIGN
Our old damage model had several inconsistencies, which has made it hard for players to understand where each weapon loses damage efficiency. With the new model in Year 2 Season 3, we have tried to keep the weapon balance intact while setting hard values for where the damage falloff begins and where it ends per weapon category.
For example, let us compare the now old model for Capitao’s Para-308 and Buck’s C8SFW.
C8SFW: From 0-18 meters, it deals its base damage of 41. It then falls off linearly from 18m to 30m to its lowest damage value, 24.
Para-308: From 0-28 meters, it deals its base damage of 45. It then falls off linearly from 28m to 40m to its lowest damage value, 29.
As you can see, there is a 10m difference from where it starts falling off between the two rifles. That issue is across most of the guns. There is not a standardized value to encompass the fall-offs, which makes it hard to understand at which distances guns become less efficient.
With Season 3, we have standardized the fall-off value across all weapons classes; except for the shotguns and the sole sniper rifle for Glaz. We believe this will help everyone have a better understanding, of when their weapon loses efficiency.
- Designated Marksman Rifles: Fall-off starts at 25m and ends at 40m.
- Light Machine Guns: Fall-off starts at 25m and ends at 40m.
- Assault Rifles: Fall-off starts at 25m and ends at 35m.
- Sub-Machine Guns: Fall-off starts at 18m and ends at 28m.
- Machine Pistols: Fall-off starts at 18m and ends at 28m.
- Pistols: Fall-off starts at 12m and ends at 22m.
The reason why we did not want to give the shotguns the same treatment is that they need to have this level of granularity to balance them properly and have enough variation between each other to keep them interesting.
We hope this will improve the player’s understanding of weapon efficiency. Of course, we will be closely looking at that statistics to make sure that our game balance remains the same.
We have made a pass on the amount of ammo of every gun, and added a few magazines to several of them. Here is the complete change list:
MK17 CQB +2
P226 Mk 25 +1
M45 MEUSOC +2
T-96 LSW +1
TWO DRONES DEPLOYED AT A TIME FOR ATTACKERS
Attackers can now deploy a second drone without destroying the first one. This works just like Twitch who can already deploy her two shock drones. The mechanics are also the same where launching a new drone will place the attacker in the new drone’s camera, and they can re-access their first drone view by scrolling the observation tool list.
We hope that this change will reinforce the importance of the preparation phase by making it possible to position a drone inside the building, and then deploy a new drone during the action phase to scout ahead without losing this first drone.
We will monitor closely the impact this will have on global win rates of attackers and defenders, as we expect this to give an additional edge to attackers since they can now have up to 10 active cameras at a time.
KANAL SPAWN KILL EXPLOIT
Using the shield vault exploit, Defenders can place themselves on the windowsill of North windows of Control Room aiming at Floating Dock spawn location, and North windows of Server Room aiming at Construction Site. We have fixed this so defenders can no longer use this spawn kill exploit.
FIRST-PERSON CAMERA POSITION WILL NOW BE CLOSER ALIGNED TO THIRD-PERSON
We identified and fixed several cases where players’ first person camera position did not match third person eyes position. This sometimes led to getting killed by opponents that you couldn’t see.
SHOOTING FEEDBACK SYSTEMS IS NOW MORE ACCURATE
The shooting feedback systems like bullet tracers, hit reactions like decals on the environment, and threat indicators in the UI were based on a trajectory that started from the weapon muzzle. This led to inconsistencies, as the real bullet trajectory in Rainbow starts from the 1st person camera. Shooting feedback systems are now fully consistent and based on real bullet trajectories. We need to make a shoutout to ExecCS, who is the community member who alerted us on that with a youtube video.
There are often times when there is a piece of debris that can be viewed by one player, and not the other. This will no longer block sightlines when shooting.
DEBRIS WILL NO LONGER BLOCK THE DEPLOYMENT OF GADGETS.
Debris from the wooden windows frame can hinder or block deployment of gadgets. Sometimes the debris will get stuck in the Armor Panel of Castle and are impossible to be destroyed blocking completely the deployment of any gadgets. This fix should allow for more consistent debris physics.
DEFENDER VISION FILTER IS REMOVED WHEN GOING OUTSIDE
We have removed the red filter that make defenders’ vision uncomfortable when they run outside the building. We think the red warning in the middle of the screen should be clear enough feedback that you are doing something dangerous.
PRIORITY ON OBSERVATION TOOLS FOR ALIVE PLAYERS
If an alive player browses the observation tool list, he will now have priority over dead players for camera controls (in attack and defense). While this should not make much of a difference in organized matches, we think it should help in public matchmaking in case a dead player is AFK while controlling a camera and prevents alive players from getting info.
CROSSHAIRS DON’T TURN RED ON ENEMIES ANYMORE
It could sometimes happen that you spotted an enemy because your crosshair turned red – not because you actually saw them.
Finding our enemies is core to Siege gameplay, so we have decided to remove this mechanic. Note that your crosshair will still turn green when aiming at a teammate.
ENEMY ID ONLY TRIGGERS ON SUCCESSFUL SCANS
Similarly to the crosshair turning red, it happened sometimes that you spotted an enemy because you triggered the “enemy ID” event, which reveals an operator’s identity in the HUD header and gives score points. This was problematic for the same reasons: it could tell you that an enemy was in your field of vision, even if you had not actually seen him.
The “enemy ID” event will now only trigger from scanning successfully with drones, cameras, Valkyrie Black Eyes or Jackal footsteps scanning.