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  1. #11
    AltairRules's Avatar Member
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    Its slowly turning into COD. Much like how SOCOM4 tried to appeal to the cod kiddies while alienating their hardcore fanbase and killing the franchise.
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  2. #12
    I thought that I saw 3-speed operators moving noticeably slower in a few videos recorded on the current TTS patch, but I can't tell for sure.

    I agree though that Rainbow Six: Siege is a tad too fast paced for the style of gameplay it has as its selling point. 3-speed operators in particular. There are a lot times where I believe drastic amounts of "peeker's advantage" has been a direct consequence of the 3-speed operators' movement speed (in other words, times when you get shot from a doorway but you didn't see anyone at the doorway on your screen).
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  3. #13
    Originally Posted by nrod3041 Go to original post
    Hmmmm...although I do not agree with the faster/lighter pace associated with recent operators, I also understand why folks are not staying on objective directly, and are roaming/freely moving around a bit more. Staying in the objective room for example is basically asking for Fuze to light you up. There are only so many reinforcements that can be put down and so many gadgets to counter him. And, thats just one operator.

    Furthermore, these maps have gotten way to big. I have heard arguments supporting these bigger maps, but a siege WOULD NOT HAPPEN in the amusement park map, for example.. Way too big, way to much area to cover, etc. Ergo, it also facilitates defenders to move more and more freely because they have more range/area to cover. Case in point: Compare amusement park to airplane (which I think is the epitome of a siege (look at hostage situations in the 70s and 80's)

    I think part of this is Ubi trying to make the game appealing to folks, ergo the COD dynamic. Another part is just defenders adapting to their surroundings and reacting accordingly. In a random team of five players, I can see where most of the team does not want to stay in the objective room boxed in. In a lotta those games, no one is on cams, no one is on comms, and players do not want to be the last guy holding the hot potato.
    You hit the perfect line there regarding the COD dynamic. + INFINITY
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  4. #14
    The only change this game really needs that would fix most of the running around like headless chicken and strafing to win scenarios is real life like penalty to aiming when you move.
    Its totally unreliastic when people strafe and shoot going for headshots.
    A camper who stays still should be in advantage as far as aiming and precise shooting go. Running in room like headless chicken and strafing and shooting and getting the kill against an opponent who was waiting for you should stay in COD games. We need BIG penalty for moving and shooting and that would return this game to a more tactical shooter.
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  5. #15
    Originally Posted by Omega0day Go to original post
    The only change this game really needs that would fix most of the running around like headless chicken and strafing to win scenarios is real life like penalty to aiming when you move.
    Its totally unreliastic when people strafe and shoot going for headshots.
    A camper who stays still should be in advantage as far as aiming and precise shooting go. Running in room like headless chicken and strafing and shooting and getting the kill against an opponent who was waiting for you should stay in COD games. We need BIG penalty for moving and shooting and that would return this game to a more tactical shooter.
    While this is exactly what should happen we all know they won't implement this aiming penalty.
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  6. #16
    xcel30's Avatar Senior Member
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    Feels less like planning and execution, and more about rushing to get the results you want
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  7. #17
    Originally Posted by Chill_Monty Go to original post
    I thought that I saw 3-speed operators moving noticeably slower in a few videos recorded on the current TTS patch, but I can't tell for sure.

    I agree though that Rainbow Six: Siege is a tad too fast paced for the style of gameplay it has as its selling point. 3-speed operators in particular. There are a lot times where I believe drastic amounts of "peeker's advantage" has been a direct consequence of the 3-speed operators' movement speed (in other words, times when you get shot from a doorway but you didn't see anyone at the doorway on your screen).
    Slowing down ALL the operators movement speed while Aiming down sights to that of the 1 speed ops would do a lot foe reducing peekers advantage and help balance the Speed vs Armor equation (a lot better than adding a bunch of traps and calling it good).
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  8. #18
    There's a reason why everyone and their mother picks Ela and Ash all the time. 3 speed, tiny hitbox, good weapons.

    But basically speed and hitbox. The game has a good share of hitreg issues, if you add some Ela running around which you can't hit because her hitbox is the size of your toe, you got the golden Operator.
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  9. #19
    Originally Posted by Vonguldak Go to original post
    There's a reason why everyone and their mother picks Ela and Ash all the time. 3 speed, tiny hitbox, good weapons.

    But basically speed and hitbox. The game has a good share of hitreg issues, if you add some Ela running around which you can't hit because her hitbox is the size of your toe, you got the golden Operator.
    Right on. 1 speeds cant compete with 3 speeds anymore. Not when the 3 speeds have 50 round mags and concussion grenades.
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  10. #20
    nrod3041's Avatar Senior Member
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    Originally Posted by VenomViper74 Go to original post
    Right on. 1 speeds cant compete with 3 speeds anymore. Not when the 3 speeds have 50 round mags and concussion grenades.
    My experiences with Ash is that she has been a one-man army for most the game's existence. That's just a given.

    Ela is kinda in the mode so its more of the same.
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