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  1. #11
    Originally Posted by WBBCoop Go to original post
    There is at least one 'safe' spawn on each map. Perhaps use those locations?..because I feel we would lose another risk dynamic if the spotting is lowered too much.
    and what 'safe' spawn location should we use on bank?

    Anyway, i'm all for instant mark on runouts (or get the red screen thingy back, make it harder). I'm fine with spawnpeeks though, you just have to learn the maps.
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  2. #12
    WBBCoop's Avatar Senior Member
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    Originally Posted by calavera_1 Go to original post
    and what 'safe' spawn location should we use on bank?
    Bank is the black sheep as far as spawnpeeking/trapping. However, expecting a runout at 'Street' would probably net the attackers an early frag.

    But for the sake of argument, lets say Bank has only one semi-safe spawn..it's still only one map. To argue instant marks for runouts for every map due to ONE location being less than suitable is throwing the baby out with the bathwater.

    The problem I see is the ability of the player not being able to be mindful of risk just because he/she is on attack or defend from the start. I could just as easily say that the defenders have potentially more risk of getting blindly 'spawn-shot' through a window for being a split second late putting up a late prep phase gadget. In fact, I feel I have died more times in the first seconds of the match from a lucky window shot than I have from defenders running out in the first few seconds of the match.

    Realistically, I don't think the OP issue is about 3 players getting unfairly 'spawned' all the time. It's about responsibility in one's own awareness,.or lack thereof. 3-2-1 Contact!..Game on! Not 3-2-1 ready start - let's lock the defenders down.
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  3. #13
    A creative and interesting answer to this problem (and it is a problem when attackers die less than 1 second into a round0

    Create specific sniper spawns for Glaz and Kali
    These cannot be accessed by any other character
    Maybe even make them not accessible once the characters have left
    (Like a fast rope, lets you down, but not back up)

    As in IRL, a SWAT type situation would have snipers on overwatch
    Use that as a cool feature in game to give snipers ACTUAL sniper roles, and as a direct counter against runouts

    You could keep it relatively simple
    Like let Glaz/Kali spawn ON TOP of the building next to the street spawn
    They would instantly have an edge over any defender attempting a runout
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  4. #14
    Originally Posted by WBBCoop Go to original post
    Bank is the black sheep as far as spawnpeeking/trapping. However, expecting a runout at 'Street' would probably net the attackers an early frag.
    True or early TK's because people are too eager to prefire

    Originally Posted by WBBCoop Go to original post
    But for the sake of argument, lets say Bank has only one semi-safe spawn..it's still only one map. To argue instant marks for runouts for every map due to ONE location being less than suitable is throwing the baby out with the bathwater.

    The problem I see is the ability of the player not being able to be mindful of risk just because he/she is on attack or defend from the start. I could just as easily say that the defenders have potentially more risk of getting blindly 'spawn-shot' through a window for being a split second late putting up a late prep phase gadget. In fact, I feel I have died more times in the first seconds of the match from a lucky window shot than I have from defenders running out in the first few seconds of the match.

    Realistically, I don't think the OP issue is about 3 players getting unfairly 'spawned' all the time. It's about responsibility in one's own awareness,.or lack thereof. 3-2-1 Contact!..Game on! Not 3-2-1 ready start - let's lock the defenders down.
    I kind of agree with you there, people need to pay attention but sometimes, it's just nearly impossible to react to runouts (note, i play on console). There are just too many spots defenders can do a runout or spawnpeek. That's 30 seconds wasted on a round that is still full of traps that need to be dealt with (and crouch spamming 3 speed operators but let's not get into that here :P)
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