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  1. #1

    Runout timer

    Can we get the old runout timer back pls?? I dont think it was unreasonable to be out 2 seconds which wasnt long before you get detected. Rn it makes it impossible to do any outside plays as a defender since everyone gets wh on you 0.5 seconds after you leave the building. Were there even any stats saying the old timer was casuing issues? It felt a lot more natural and after months I still miss it.
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  2. #2
    Same opinion, they should get it back
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  3. #3
    xcel30's Avatar Senior Member
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    Actually old timer was pretty easy to abuse in some maps to run great distances shoot someone and go back to cover, run outs were in now way high risk, they were almost free kill for defenders
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  4. #4
    Originally Posted by xcel30 Go to original post
    Actually old timer was pretty easy to abuse in some maps to run great distances shoot someone and go back to cover, run outs were in now way high risk, they were almost free kill for defenders
    Idk about great distances. Max you could reach was about 10 metres if you were full on sprinting with a 3 speed. There also never were runouts that couldnt be covered if you aimed at them or used Nomad. It wasnt really free kills.
    When I was new I died plenty to runouts however as I got better it barely happened anymore since I learned the viable spots and how to counter them. I dont feel like its unreasonable to punish those who dont learn them rather then the guys who make the round more actionpacked by taking a risk and pushing out.
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  5. #5
    Old runouts were as risky as the majority of spawnkills are, not at all.
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  6. #6
    croken717's Avatar Senior Member
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    I much prefer the current timeout. The current timer made running out basically a freebie with almost no risk, as on most maps there are numerous places to runout from, and attackers can't defend against all of them.
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  7. #7
    Originally Posted by croken717 Go to original post
    I much prefer the current timeout. The current timer made running out basically a freebie with almost no risk, as on most maps there are numerous places to runout from, and attackers can't defend against all of them.
    I assume you are quite new so if you struggle with runouts you should pick up Nomad. Place one at every barricade in your vacinity and you can play outside relaxed.
    As any other op make sure the doors near your location are closed and immeadietly turn on them if you hear the tear down of a barricade. If you see one thats been preopened or 2 hit prepd just drone the guy out who is likely quite close and kill him. You can also bait him by shooting a bit but not in his direction so he assumes your attention is away from him and then take him out.
    It was always easy to get kills on runouts due to them not knowing your exact location and you knowing theirs but now its just laughably easy to a point where its not even a viable strat anymore.
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  8. #8
    croken717's Avatar Senior Member
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    Originally Posted by HumptyDumpty.- Go to original post
    I assume you are quite new so if you struggle with runouts you should pick up Nomad. Place one at every barricade in your vacinity and you can play outside relaxed.
    As any other op make sure the doors near your location are closed and immeadietly turn on them if you hear the tear down of a barricade. If you see one thats been preopened or 2 hit prepd just drone the guy out who is likely quite close and kill him. You can also bait him by shooting a bit but not in his direction so he assumes your attention is away from him and then take him out.
    It was always easy to get kills on runouts due to them not knowing your exact location and you knowing theirs but now its just laughably easy to a point where its not even a viable strat anymore.
    Nope....not at all new...and certainly no stranger to killing run-outs...with or without being married to Nomad (she's great, yes...but there is a need to play other ops). I've also gotten more claymore kills than I can count. It's just that certain objectives have multiple exit points for run-outs, often with a left, right, and middle; you can't watch all 3 at once without dedicated people. A real-life CTU would have dedicated sniper over-watch for this sort of thing, making that sort of movement by enemies very risky...but in Siege, we don't have that luxury...so it needs to be balanced someway in terms of risk. I played for a long time under the 2-second rule, and now a long time under the 1-second rule, and find the current method to be more balanced. You can still run-out and get kills...you just can't cheese your way through all the time. "Running out" is NOT a strategy...it's a tactic...and should be far from the only thing you employ to be successful. If you have to lean on it that much in order to win, then your skills are lacking in other areas (and when I say "you", I don't mean you personally...just players in general).
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