PC Tom Clancy's Rainbow Six Siege (Ubisoft Montreal)

O pessoal pensa que abusar do crouch e do lean é spamar as teclas a torto e a direito e já está
Quando se fala de abuso desta mecânica, fala-se em uso de macros, não o simples uso convencional.

Dito isto, estou curioso para ver qual será a solução para o problema. Não consigo imaginar até que ponto seria viável ter um sistema de stamina tal como o CS:GO, visto que o leaning é muito mais predominante no Siege do que o agachar é no CS.
 
Isso tem de ser muito bem visto, não é como o pessoal pensa, quantas vezes se segura um ângulo em lean e isto não é estar a abusar, e ser táctico... Por isso aí o spread ou stamina não é solução, agora compreendo que quem faz spam left/right lean com macros também tem de ser parado.
 
Para mim deverá ser parecido ao que fizeram com o csgo o tal sistema de stamina que não vai deixar spamar a tecla muitas vezes. Sou totalmente contra uso de macros, mas também não acho justo para o pessoal que abusa dos movimentos porque tem destreza para isso levar um nerf neste campo. A ver...
 
Rainbow Six Siege update Y3S4.2 – patch notes
Balancing
Caveira
  • Luison
    • Damage decreased to 65 (from 99).
    • Adjustments to damage falloff to align with other pistols for consistency.
    • Reduced magazine size to 12 (from 15).
    • Increased recoil to make chaining shots at long-range more challenging.
    • Increased hipfire spread to reduce the viability of spamming non-ADS shots.
Clash
  • SPSMG9
    • Upgrade to full-automatic fire mode from 2-round burst fire mode.
    • Updated recoil to align with other full-auto weapons.
    • Increase total ammunition at 161 (from 121)
    • Increased damage to 33 (from 30).
Kaid
  • AUG A3
    • Increase ADS speed by 33% to align with other SMGs.
Doc + Rook
  • MP5
    • Decrease max damage to 27 (from 30).
Nomad
  • Yellow light on Nomad’s Airjab will now blink during activation delay.
y3s42pn_343113.jpg


Bug Fixes
Gameplay
  • Fixed – Visual graphics glitch that impairs player sight. (Also known as the “Bird Box” glitch)
  • Fixed – The shield collision box is not synced properly when the player looks up and down.
  • Fixed – On Bomb, counter defuser will instantly appear in operators’ hands instead of playing counter defuser animation
  • Fixed – Missing frames on crouch replays on end of round replay and death cam replay.
  • Fixed – Defusing at the last moment will not stop the round timer and prevents the round from ending.
  • Fixed – The holographic sight reticle thickness.
  • Fixed – Players can become immune to Stun/Flashbang effects after being stunned multiple times in THunt.
  • Fixed – Recruit operator has Fuze’s default green ballistic shield skin instead of a black shield skin.
Game Mode
Terrorist Hunt

  • Fixed- Users in a PVE squad session can be stuck in an infinite loading screen after voting to retry.
Custom

  • Fixed – In Pick and Ban, if player votes ‘No ban’ for the first ban, the ‘No ban’ option is automatically selected in the second ban-round.
  • Fixed – In Custom matches, the Operator art remains grayed out when ‘Change Operator’ button is pressed during 6th pick.
  • Fixed – In Custom matches, players cannot re-pick their previous Operator selection during 6th pick.
  • Fixed – In Custom matches, when the Attacker’s Unique Spawn option is set to off, the Attacker’s tactical map may have missing or displaced icons.
  • Fixed – In Custom matches, when a player leaves after spawn location vote, their vote count text remains.
  • Fixed – Players who are Clearance Level 5+ can’t create a Custom Online game when in a squad with users who have a CL less than 5.
Operators
  • Nomad
    Fixed – Drone collision issues with Nomad’s Airjab when deployed on any surface.

  • Fixed – Fire damage from any environmental map sources will not destroy Nomad’s Airjab.
  • Fixed – Nomad’s Airjab does not deploy on some types of debris.
  • Fixed – Certain gadgets are not destroyed even when Nomad’s Airjab pushes an Operator through them.
  • Fixed – Mute’s jammer can cause incorrect Airjab detonation behavior.
  • Fixed – One of Nomad’s VO lines does not play properly during Airjab detonation.
  • Fixed – When Nomad deploys an Airjab inside a smoke grenade, she can sometimes gain vision inside the smoke grenade’s area of effect.
  • Fixed – Nomad’s Airjabs can sometimes be activated and destroyed at the same time.
  • Fixed – The yellow laser on Nomad’s Airjab will shift left when the unequip animation is interrupted.
Alibi

  • Fixed – Alibi’s Prisma will not activate when dropped by Alibi after being pushed-back by Nomad’s Airjab
Kaid

  • Fixed – Addressed recoil differences of Kaid’s TCSG12 with mouse vs controller input.
  • Fixed – A round remains in the chamber while performing a full reload of Kaid’s TCSG12.
  • Fixed – Lesion’s Gu Mine will deploy in electrical barbed wire if deployed before or at the same time Electroclaw activates.
  • Fixed – The Electroclaw visual zone effect disappears after being deployed when switching operators in Support mode.
  • Fixed – Gadgets will still remain electrified by Kaid’s Electroclaw even after destroying the barbed wire on which the gadget was originally deployed.
  • Fixed – Some parts of Kaid’s uniform clips with the player’s camera when prone against a wall.
  • Fixed – The AOE effect indicator for Kaid’s Electroclaw is missing or is smaller while the gadget redeploys itself after falling off from a deployable shield.
Level Design
  • Fixed – Some walls do not respond properly to destruction after being hit in the same spot repeatedly.
Fortress

  • Fixed – Sound propagation issues in Kitchen / Central Stairs on Fortress.
  • Fixed – Operators bodies clip through the wall of 1F Kitchen on Fortress.
  • Fixed – Operator bodies can clip through a box on 1F Hammam.
  • Fixed – Floating debris when destroying ceiling surfaces in 2F Bathroom.
  • Fixed – Players sometimes pass through the indestructible separator walls of 1F Courtyard on Fortress when activating Nomad’s Airjab from a certain angle
Coastline
  • Fixed– Players can vault through the floor to 2F Bathroom on Coastline.
Chalet
  • Fixed – When placing Fuze’s Cluster charges on the floor above certain metal beams, the pellets will detonate but will not deal damage to the environment or the players.
  • Fixed – Certain ceilings on Chalet don’t destruct properly due to horizontal pillars blocking explosions.
Kanal
  • Fixed – Players sometimes clip through wooden walls of Kanal.
UI
  • Fixed – Ranked match summary displays the individual MMR earned from the match, and not the Player’s current total MMR.
  • Fixed – Players sometimes receive a [2-0x00009008] Game Full error in Casual matchmaking.
  • Fixed – Voice chat audio continues to transmit even when alt-tabbed out of the client.
  • Fixed – Erroneous menu UI visual effects when using a controller.
  • Fixed – Menu UI tabs sometimes overlap when using two different inputs.
  • Fixed – Two observation tool key binding popups still erroneously popup on first boot for new players.
  • Fixed – Scrollbar overlaps the end of the details list for seasonal weapons.
  • Fixed – Incorrect compass location is displayed when drones are close to the ceiling.
  • Fixed – Players can duplicate weapon skins between two weapons.
  • Fixed – 2D visual corruption when vaulting over any thin objects.
  • Fixed – VFX issue with Reflex sigh on Spetsnaz attachments.
  • Fixed – FNP9 Pistol Iron sight not centered properly.
  • Fixed – Killcam replay moves sporadically when an operator dies from a thrown C4.
  • Fixed – Kaid and Nomad’s default headgear is misnamed.
  • Fixed – The “Canadian Trenches” Uniform for Frost has a clipping issue around the chest area.
  • Fixed – Glaz’s Elite Uniforms & Headgears have missing titles on the Operator screen.
  • Fixed – Headgears are not arranged by order in player’s inventory.
  • Fixed – Sorting charms by price leads to an alphabetical sort in the shop.
  • Fixed – The Vigil Chibi Charm visual effects missing around the sides of his mask
 
Penso que pela primeira vez a versão Standard está mais barata que a Starter, portanto se alguém andava a pensar comprar o jogo, agora é um bom momento visto que a edição mais barata está a 10€.
 
Varias novidades

DEV BLOG: MMR ROLL BACK
02/08/2019 12:00 PM

devblog_mmr_rollback_eng_343305.jpg



With the launch of Y4S1, we will be activating the Match Making and Rating (MMR) Roll Back feature. When a cheater is banned, this feature will roll back MMR gains and losses for all players from matches that the banned cheater participated in for that Season. The system will not grant you MMR beyond your max MMR for the current Season.

The goal of the MMR Roll Back feature is to help reduce the long-term impact of cheaters on your seasonal rankings, and it will be an additional tool in our arsenal as we continue to move forward towards establishing greater countermeasures against cheaters.

In preparation before going live, the MMR Roll Back system has been silently running in the background over the course of the last Season as we collected data to identify potential issues, account for outliers, and properly investigate edge cases. We have tested various avenues and parameters within the new MMR Roll Back environment, but we continue to look forward to further developing this process further with feedback from our community.

IMPACT ON BOOSTED PLAYERS
mmr%20roll%20back%20-%20max%20penalty_342822.png

In this graph, we can see the highest amount of MMR removed to a single player every 30 minutes, over the course of 24 hours.


Part of the reason we are doing this is also to push back against boosting services that use cheats to boost accounts. In the chart above, the larger spikes are boosted players having the MMR rolled back from Platinum/Diamond to a much lower rank. The larger spikes in particular (-5600 MMR for example) are the result of players that are consistently playing with cheaters over an extended period of time having their MMR rolled back.

ROLL BACK CONDITIONS
The current Roll Back feature will roll back all games (victories and defeats) the banned cheater participated in. We also explored a few other options, but based on the results of the data, rolling back all games will help to maintain a stable MMR environment, while still reducing the impact of cheaters on games.

In test-cases where we roll backed MMR only from when a team with a cheater wins a match (only victories, no defeats), we found that it severely imbalanced MMR equity as the MMR they lost from losing remained, but MMR they gained from winning was rolled back. This led to exaggerated MMR compensation spikes (as seen on the chart below), and consequently tanked the MMR of players that played with a cheater (intentionally or not), specifically in the low Copper ranks. This one-sided removal of matches is not an ideal system, and we have concluded that, win or lose, rolling back MMR from all matches that have a confirmed cheater present is a more effective solution. You can see what this looked like from a data perspective below.


mmr%20roll%20back%20-%20max%20mmr%20comp_342823.png

In this graph, we can see the highest amount of MMR granted to a single player every 30 minutes, over the course of 24 hours. This indicates that MMR swings are not nearly as significant as we had initially anticipated.

ROLL BACK TIMING
Due to our process of detecting cheaters, and then the subsequent banning process, there is no way for us to identify which specific matches a person cheated in accurately (such as when players toggle their cheats on/off prior to being caught). With this in mind, we also explored the possibility for limited MMR resets based on recency, and tested MMR resets for the last 7 days vs the entire Season. However, the results were too random, and there was no way to determine if we had actually reduced the entire footprint of their negative behavior. So in order to confidently ensure that we maximize our removal of the impact of a cheater, we will be moving forward with resetting the MMR from matches that player participated in from the entire Season.

We look forward to evolving this feature with feedback from our community on the forums, and the official subreddit.


- - - -


Y4S1: OPERATION BURNT HORIZON
02/08/2019 12:00 PM

kickoff_burnthorizon_header_343303.png



Year Four Season One is all set to go, featuring two new operators from the SASR. One’s a stoic Attacker who’s just there to get the job done, and the other is a quick-witted Defender who’s in it for the guts and glory. Two old mates from way back, they’ve signed up with Rainbow to bring a little Aussie know-how to the other side of the world. This includes a new device that’ll keep roaming Defenders on their toes, and one that’ll leave Attackers at a bit of a loss.

That doesn’t mean they’ve left the sunburnt country completely behind them, though – there’s a slice of the red desert coming with them. A high-stakes chase has ended in a standoff at a service station halfway between here and nowhere, resulting in a map that’s packed with twists, turns, and Australiana. Try not to get distracted in the gift shop or dream of sampling the national specialties available at the fast food counter. Your teammates will thank you.

Visit our Rainbow Six Twitch Channel on February 17 for the full reveal of Operation Burnt Horizon, live from the Six Invitational in Montréal.




SEE ALL NEWS




- - - -

 
Com o início do Quarto Ano aí à porta, vai finalmente acabar a Starter Edition. Quem a comprou vai levar automaticamente upgrade para a versão normal, sendo que os operadores originais vão passar a ser mais baratos (iguais às outras edições).

Para além disso, os operadores dos anos anteriores também vão passar a ser mais baratos, principalmente devido a uma lista de personagens cada vez maior.

https://rainbow6.ubisoft.com/siege/...x-siege-year-4-editions-launching-february-12
r6siege_ucs11156_productimage_16_9_us%20%281%29_344165.jpg

 
Rainbow Six Siege free-play weekend schedule
  • Uplay pre-load starts: February 13 at 9am PST, 12pm EST, 5pm UK, 6pm CET
  • Starts: February 14 at 9am PST, 12pm EST, 5pm UK, 6pm CET
  • Ends: February 17 at 12pm PST, 3pm EST, 8pm UK, 9pm CET
Any progress made while playing during the free weekend will carry over if you decide to purchase the game. It will also be on sale for up to 70% on new editions of the game February 12 through February 18.
 
Quanto mais próximo estamos do reveal do próximo ano, mais o leak de uns meses atrás sobre um novo modo/evento parece fazer sentido. Por outro lado é estranho, visto a equipa ter dito na última Invitational que o Outbreak foi um erro e que não voltariam a repetir :P

A nuclear event is 100% confirmed with this upcoming season. Here’s why.
renderTimingPixel.png


Discussion
  1. The name of the season is “Burnt Horizon” which could signify a nuke going off and the burnt horizon of the explosion

  2. On the website it talks about terrorists trying to Hijack a “nuclear” convoy.

  3. In the latest teaser it talks about a “convoy” will be in the sector in 5 minutes.

  4. A couple of months ago a guy leaked a possible event that is nuke themed called “fallout” and said it was coming with the first season and people flicked him off like he was lying.

  5. Ubisoft is sure putting a lot of work into these cutscenes for just a simple season.

  6. Ubisoft probably hasn’t showed us the roadmap yet because they didn’t want to prove the leaks right.
Edit: 7. Dokkabi also has a charm that mentions “The end of the world” and “April 9th.” April 9th could be the release date of the season which looks accurate based on the invitational reveal and the weeks and weeks that they will need for the test servers and the week in between that and the release.

8. There are calendars on some maps that have April 9th circled and this has been a thing for a while.

It all makes sense now. The leaker was right and we might actually be getting a nuke themed event called with this season. I’m calling it now that it’s a nuke event so when the invitationals come out and Ubisoft mentions an event, you can come back and know that I was right about it.

We need to start making people aware of this.

https://www.reddit.com/r/Rainbow6/comments/aq9f1e/a_nuclear_event_is_100_confirmed_with_this/
 
Me likes :) Finalmente parece que vão aproveitar a versão deles do universo Rainbow Six e desenvolver mais a narrativa
 
Última edição:
Roadmap Year 4:
oXSgx1B.png

Excelentes mudanças e anúncios. Podem seguir tudo o que é revelado aqui: https://www.reddit.com/r/Rainbow6/comments/armanb/year_4_roadmap_reveal_panel_megathread_six/

Balancing:

- Lion (first half of Year 4)
  • No more outline for scans
  • Duration decreased by 50%
  • Concept: making him an Intel-based operator
- Glaz (first half of Year 4)
  • Heat vision only available when standing still
  • Moving him away from the entry-fragging role
- Deployable Shield (first half of Year 4)
  • Easier placement
  • See through slits from the backside
  • Blocking doorways completely
  • Still destroyed by explosives
- Mute (Y4S1)
  • Buff icon when in range of a jammer
  • Jammers will hang up Dokkaebi calls
- Dokkaebi (Y4S1)
  • Calls hang up automatically after 18 seconds
- Capitão (Y4S1)
  • Moved to area-denial role
  • Bigger radius, decreased damage
- Breach Charge (Y4S1)
  • Quicker deploy
  • Damage changes
    • Reduced damage on the attacking side
    • Damage radius increased on defending side, damage decreased
- Lean Spam Changes (Y4S1)
  • First iteration fix
  • Slowed down animation
- Ash (Y4S2)
  • Removed ACOG


Toxicity Updates
  • Reversed damage for attempted team kills


Playlist Changes
Newcomer Playlist
  • Bomb-only game mode
Ranked Changes
  • Introducing Pick & Ban
  • Ranked Hub
      • Rewards

      • Stats for current and past seasons

      • Public Ranked distribution

      • Map pool information
  • Exiting beta
Casual Changes
  • Timer down to 3:30 (from 4:00)
  • Ability to pick spawn points on attack
  • Revealing objectives to defenders

Operator Lifecycle Changes
  • 0-12 months: 25,000 renown

  • 12-24 months: 20,000 renown

  • 24-36 months: 15,000 renown

  • 36+ months: 10,000 renown

  • All information: https://i.imgur.com/KcYYN0D.jpg


Test Server Changes
  • 3 week testing period before new operations (up from 2)
 
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