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Rainbow Six Siege

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  • Registered Users Posts: 2,791 ✭✭✭2Mad2BeMad


    Picked this up yesterday with me mate for pc. Really enjoying it very tactical alot of players not using headsets. But I'm playing casual at the moment. But it's alot fun ☺ clutched a few times ha plus ni Russians so far so it tops cs go by miles for me haha


  • Registered Users Posts: 2,106 ✭✭✭SpannerMonkey


    Dcully wrote: »
    Played more over the weekend and find it a snoozefest tbh.
    Not a patch on insurgency for tactical shooter.

    to be fair they are 2 totally different games . insurgeny is a great game but its very much every man for themselves kill as many as you can . you must have team play to properly appreciate rainbow 6 siege . some games you may get no kills but you still helped the team


  • Registered Users Posts: 5,419 ✭✭✭FAILSAFE 00


    If anyone on Xbox One has difficulty connecting to Rainbow 6 servers on game startup open the additional ports listed on this support thread.

    https://support.ubi.com/en-GB/FAQ/43/2559/connectivity-issues-in-rainbow-6-siege---open-beta-xbox-one/kA030000000enwdCAA


  • Registered Users Posts: 20,558 ✭✭✭✭dreamers75


    Dcully wrote: »
    Played more over the weekend and find it a snoozefest tbh.
    Not a patch on insurgency for tactical shooter.

    Insurgency is not a tactical shooter not in the slightest. Its a very good FPS but its not tactical just difficult.

    Siege is a well made tactical shooter that absolutely must be played in a group of 5 on comms.


  • Registered Users Posts: 5,575 ✭✭✭ZiabR


    Hardcore playlist will be available in 2016... This could be interesting with no HUD etc.

    http://www.eurogamer.net/articles/2015-12-14-rainbow-six-siege-to-add-hardcore-playlist-in-2016


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  • Registered Users Posts: 2,301 ✭✭✭madcabbage


    If it's one shot kill hardcore then no thank you. It's easy enough to die as it is!


  • Moderators, Computer Games Moderators Posts: 14,710 Mod ✭✭✭✭Dcully


    dreamers75 wrote: »
    Insurgency is not a tactical shooter not in the slightest. Its a very good FPS but its not tactical just difficult.

    Siege is a well made tactical shooter that absolutely must be played in a group of 5 on comms.

    Funny that.
    Ofcourse it is a tactical shooter, its marketed as such, pretty much every review brands it as such.
    Do tell me how you see it as not tactical.
    Even CS is tactical, any fps or game that works well with tactics is ofcourse tactical.
    How tactical ? is ofcourse another story.

    I suppose red orchestra and arma are not tactical to you either?

    R6S is a fine game, but its netcode is an absolute joke.
    Sort that [they say they will] and it will go a long way to making it a very good game.

    I really enjoyed it lastnight but it needs a lot of work to the netcode still.


  • Registered Users Posts: 14,347 ✭✭✭✭Grayditch


    Finally picking it up today.

    Rainbow Six, not Insurgency.




  • logik wrote: »
    Hardcore playlist will be available in 2016... This could be interesting with no HUD etc.

    http://www.eurogamer.net/articles/2015-12-14-rainbow-six-siege-to-add-hardcore-playlist-in-2016

    Would be great to get time to get back into it....haven't touched it since launch day :o


  • Registered Users Posts: 1,611 ✭✭✭tony1980


    Played a few games again last night, been too busy at work the last couple of weeks. Such a good game, you are constantly learning new tactics and routes, you definitely need at least 3 on, otherwise it can get too frustrating with randomers.


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  • Registered Users Posts: 5,419 ✭✭✭FAILSAFE 00


    Developers talk about the Terrorist hunt AI.

    Its the best AI I have ever seen in a game.



  • Registered Users Posts: 5,419 ✭✭✭FAILSAFE 00


    72 hours played so far in this game. Best tactical shooter I have ever played. I am still learning new strategies and tactics everyday.

    Here is a very good entry point for the plane.

    There are 2 open hatches that give you access to the plane without making a breach or any type of noisy entrance. See my video below. I also have marked the position of the ladder that takes you up to the top of the plane. Its a great way to avoid C4 traps set up on doors but also the enemy team will never see you coming :D be sure to crouch to reduce the sound of your foot steps.

    1) Ladder position.
    2) Open hatch position.

    Ot4mXed.jpg?1





  • Registered Users Posts: 2,301 ✭✭✭madcabbage


    I didn't even know that was there, sound for sharing. Love that map.


  • Registered Users Posts: 10,013 ✭✭✭✭Wonda-Boy


    72 hours played so far in this game. Best tactical shooter I have ever played. I am still learning new strategies and tactics everyday.

    Here is a very good entry point for the plane.

    There are 2 open hatches that give you access to the plane without making a breach or any type of noisy entrance. See my video below. I also have marked the position of the ladder that takes you up to the top of the plane. Its a great way to avoid C4 traps set up on doors but also the enemy team will never see you coming :D be sure to crouch to reduce the sound of your foot steps.

    1) Ladder position.
    2) Open hatch position.

    Ot4mXed.jpg?1




    Yep I do that all the time and was slated for it by many a team mate for "going rouge"......funny how I have the last laugh when they are usually killed by suicide bomber or the like.

    There really are some absolute gob****es with no IQ playing this but there are also a hell of alot of talented guys with great tactics too.

    Shame I play mostly with randomers but I still love the game, as for not hard enough!!!!

    Try doing the bomb in Bartlett Collage on Realistic....FOOK ME!


  • Registered Users Posts: 5,575 ✭✭✭ZiabR


    M!Ck^ wrote: »
    Would be great to get time to get back into it....haven't touched it since launch day :o

    Yeah! Get yourself back on mate :) missing some craic.


  • Registered Users Posts: 5,575 ✭✭✭ZiabR


    So the first patch is due tonight at 7pm. They are taking the servers offline for 1 hour aswell to apply server side changes, one of which is really needed. Increasing the tick rate from 30 to 60. This is going to have a huge affect of the game, cant wait to see if it works.

    An issue I have run into a few times is where on my screen I don't see anyone but on the enemies screen you can just about see me which results in me being killed before I even knew there was someone there. The increase in tick rate and bug fixes are to address a known issue where the servers portray different positions to different players sometimes, resulting in frustrating deaths.

    Here are the patch notes, alot of changes.

    http://forums.ubi.com/showthread.php/1355300-Patch-Notes-Update-1-1?p=11230970


  • Registered Users Posts: 14,347 ✭✭✭✭Grayditch


    Played this with mates last night for the first time properly. Reached level 10 in one sitting. Loved it.


  • Registered Users Posts: 1,205 ✭✭✭Spudman_20000


    Played the beta and was very underwhelmed. A friend convinced me to pick this up, and I'm really enjoying it.

    Enjoying the tactical element, as opposed to the run and gun Call of Duty type games. Think I'm getting a bit long in the tooth for Call of Duty anyway.


  • Registered Users Posts: 14,347 ✭✭✭✭Grayditch


    One if my favourite things about playing last night was realising that if there's a firefight happening, but your team are blocking the door frame... You can just make a new doorframe and join in.

    Massacred about 4-5 A.I terrorists through the wall with a. 50 cal because I couldn't get to the action.


  • Registered Users Posts: 5,419 ✭✭✭FAILSAFE 00


    Somethings wrong when you eat in Subway and you notice one of those dome shaped CCTV cameras and your first thought is to shoot it out.
    #TooMuchRainbow


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  • Registered Users Posts: 2,301 ✭✭✭madcabbage


    Glad they're fixing that bug where you get stuck after rappelling, jesus its so annoying!!


  • Registered Users Posts: 8,798 ✭✭✭MiskyBoyy


    Somethings wrong when you eat in Subway and you notice one of those dome shaped CCTV cameras and your first thought is to shoot it out.
    #TooMuchRainbow

    Too true! :pac:

    It's pretty bad when you start mixing video game world up with real world.

    I remember going asleep before after a BF4 marathon maybe, and thinking to myself, did I put a Claymore by the door :rolleyes: :pac:


  • Registered Users Posts: 14,347 ✭✭✭✭Grayditch


    You can think you have an area covered and Sledge hammers through the roof and someone tosses in a flashbang.

    The difference between dying in this and dying in C.O.D, is the respect I have for most of my killers. I'm not saying 'bull****' as much as I am saying ' in fairness that was good'.

    Such different beast. Exactly what I was looking for.


  • Registered Users Posts: 5,575 ✭✭✭ZiabR


    Grayditch, you on PS4 or XO?


  • Registered Users Posts: 14,347 ✭✭✭✭Grayditch


    PS4, man.


  • Registered Users Posts: 5,419 ✭✭✭FAILSAFE 00


    Okay guys. Here are some patch notes. So no update to the server tick rate on consoles just yet. They want to test the results on the PC crowd first before releasing it on console.

    Patch Notes Summary:
    New Content & Features
    Visual Update
    DLC Ultra-HD Texture Pack now available for PC Players

    Community Health
    Implemented an auto-kick feature for intentional team killers

    General Tweaks & Improvements

    Hit Registration
    Fixed bugs on replication and kill cam:
    Pawn rotation latency
    Shield positioning while rappelling
    Shooting and moving while rappelling
    Kill cam replication issues
    Updated server tick rate for PC (intermittent & temporary)

    Playlist Changes
    PvP - Ranked playlist HUD has been synced with the Casual playlist
    Renamed Minimal HUD to Hardcore HUD

    Ranked Matchmaking Improvements

    Increased reliability of end-game skill rank updates.
    The penalty for abandoning a ranked game in progress has been temporarily reduced to 8 minutes.
    Skill rank icon is now displayed on the game's main screen, next to your level.

    Other Matchmaking Improvements
    PvP & PvE matchmaking bug fixes

    Balancing
    PvP - Reduced time to detect Defenders outside from 5 seconds to 2 seconds.
    PvE - Reduced the maximum number of White Masks and reduced wave sizes in Terrorist Hunt - Disarm Bomb.

    Player Comfort
    Increased the amount of characters available tin the chatbox from 32 characters to 128 characters.
    Glaz scope visibility enhanced.

    Top Community Raised Bug Fixes
    Gameplay fixes
    Level Design fixes
    Online Flow fixes
    Visual fixes
    UI fixes
    Miscellaneous fixes


    New Content & Features

    Visual Update

    DLC Ultra-HD Texture Pack now available for PC players.
    The Ultra-HD texture pack will upgrade some of the most common textures in the game, such as characters, and weapons, to a new level of visual fidelity. This higher level of detail can be best appreciated while playing the game in 4K resolution, but it’s not limited to that.

    The Rainbow Six Siege team put a lot of effort to try to deliver a solid and scalable experience to the PC community, so those of you running a 4 GB GPU will still be able to enjoy this texture pack from 1080p to 1440p resolutions.

    Those of you with the high-end 6+ GB GPUs, you will be able to play the game in sharp 4K resolution, along with these Ultra-HD textures under standard lighting and shading options.
    Last but not least, for those of you with the MEGA PCs with dual GPUs and with more than 6 GB of video ram, you will be able to run 4K, with the Ultra-HD textures, and with the highest settings of lighting, and shading which take advantage of tech like displacement mapping.

    Note that this is a free DLC and you will have to download it from Steam and Uplay. We hope you enjoy playing the game with these new textures!

    Community Health

    Team killing reduction
    Implemented an auto-kick feature for intentional team killers.

    We have set some parameters that will cause an automatic kick of a griefer within a match. We are trying our best to make the distinction between accidental team killing and intentional team killing. Same goes for intentional hostage killing while playing as Defender. We will be tracking if the auto-kick feature reduces intentional team killing instances and will be adjusting the rigor of the parameters accordingly. Also, for PC, you can now use your mouse wheel in addition to the arrow keys to navigate the player selection screen.

    This issue has been noticed since the Open Beta, in which we witnessed an exponential growth of griefers intentionally team killing - 1.3% of the matches were affected at the beginning, and it went as high as 7.8% at the end which is obviously unnaceptable. We were glad to observe that over launch, this issue is much less present: we did experience a small growth at first, but it has now plateaued: it started at 0.9% and stabilized at 1.8%. We still believe that this is an issue and will be tracking how the new auto-kick feature will affect these statistics.

    General Tweaks & Improvements

    Hit Registration Improvements

    Sharing the answer provided in the AMA earlier this month, with an update about server tick rate:

    The hit registration issues are actually multiple issues that we will be working on. Some of them are being addressed in this title update, while others require development time and be addressed later (as soon as possible).

    Fixed bugs on replication and kill cam:
    Fixed: Pawn rotation latency: the difference between a player’s action, the server’s perception and another player seeing said action had an extra delay due to a bug. This had even more impact on shield wielding Operators since sometimes players using those would think they were protected while they were not because of the additional delay caused by the pawn rotation bug.
    Fixed: Shield positioning while rappelling: certain shield angles were not being replicated properly, this caused the shield wielding player to be overprotected in certain cases. This caused hit detection issues for the player shooting at the shield wielding player.

    Fixed: Shooting and moving while rappelling: when moving and shooting while in rappel, the hits were sometimes not registered properly by the server.
    Improved: Kill cam replication issues: the kill cam was not displaying an accurate representation of hit positions. The point of view seen after death was not the exact point of view of the killer. Moreover, we have instances in which the kill cam shows body parts sticking through walls while they actually weren’t being seen from the killer’s perspective. This has been improved for the next title update, but we still need additional work on this. It is still considered under development.

    Updated the server tick rate for PC (intermittent & temporary)

    With the goal of improving positioning and shooting replication, we will be deploying a first update on PC in which the player position update rate is set to 60 times per second (vs. the previous 30). Having had conclusive tests internally, we have decided to share this update on PC first because it has a faster deployment speed compared to consoles. Note that these PC tests will be intermittent as we will be trying various configurations until we are satisfied with the outcome. When this feature has been validated with various external tests on PC, we will be deploying this update on consoles as soon as possible.

    Connection to wrong data center
    Another issue we will be working on is that right now, some players connect to the wrong data centers. If you are not connected to the nearest data center, your gameplay experience will likely not be ideal. We believe that the best solution for this will be to allow the players to select their data centers and that is what we will be working on.

    General issues we are aware of:
    Although we do have a high ping kick in place, one thing to note is that there are some edge cases in which some players have high ping due to poor internet connection spikes. This affects replication quality for the other players within that person’s match.

    We hope that this addresses your concerns and we will make sure to keep you updated as we keep monitoring and improving on this and progress within our plans.

    Playlist Changes


    Unifying the experiences between Casual and Ranked
    PVP - Ranked playlist HUD has been synched up with the Casual playlist
    See this forum post to find out more about the evolution of our playlists over time as well as the specifics of what the Casual and the Ranked playlists consist of. There are still a few differences that will remain (listed in this post).

    It is important to note that we are beginning to work on a proper Hardcore playlist, which will be available in early 2016 and will contain a very minimal HUD and a more realistic experience. Until then, we encourage you to try out the ‘Hardcore’ HUD Preset in the Custom Games so that you can experience some of the elements that will be present (or removed) in our future Hardcore mode. Note that this is not a final iteration.

    With that, we hope to bring the community the Hardcore mode it deserves. We encourage you to share your feedback with us on what you think the Hardcore mode should be like, as we are still iterating on it.

    Custom Games options changes
    Renamed Minimal HUD to Hardcore HUD
    As a starting point for the future Hardcore Playlist, we have created a Hardcore HUD preset which is currently using the Minimal HUD settings that were previously in our Ranked playlist. We will be iterating on it, with the final goal of establishing a Hardcore HUD preset, and then a full Hardcore Playlist. See previous section for more details about our plans.

    Ranked Matchmaking Improvements


    Refining the Ranked Skill Rating System
    Increased reliability of end-game skill rank updates.
    Skill-based matchmaking now casts a much narrower net. By default it now tries to match you with players +/- 1 rank away from you. If it can't find anything, it increases by 1 rank in each direction every 30 seconds. This will increase the average duration of ranked matchmaking, but we feel that they should stay bearable now that more players are hitting level 20 and playing ranked.

    When the outcome of a matchup with a more pronounced skill level gap ends up being contrary to what the system expects (ex: Bronze team wins against Gold team), the skill rating updates will now be less aggressive. Losing/gaining more than 2 ranks at once should be much rarer now.

    We believe that the reaction was too intense and caused drastic changes. We will be toning down the variations to offer our players a more stable skill rating experience, which we believe is for the best. We will be diminishing the impact of individual matches and be looking at the overall results of the player in order to set their skill rating. We will be closely monitoring the impact of that change on matchmaking quality and might consider bringing similar changes to Casual in the next patch.

    The penalty for abandoning a ranked game in progress has been temporarily reduced to 8 minutes.
    We are currently reworking the abandon/reconnect system. We will probably move the abandon penalty back up once we finish overhauling the abandon/reconnect system.

    Skill rank icon is now displayed on the game’s main screen, next to your level.

    Other Matchmaking Improvements
    PvP & PvE Matchmaking bug fixes.
    PVP - Fixed a bug where matchmaking would sometimes use your skill data from the wrong region.
    PVE - Fixed a bug where players would sometimes be matched with players from another region.
    PVE - Improved quality-of-service detection when matching players together.

    Balancing

    Spawn killing reduction
    PvP - Reduced time to detect Defenders outside from 5 seconds to 2 seconds.
    We believe this will reduce the amount of spawn killing, as it will make it impossible for Defenders to rush to the spawn location undetected. Moreover, our game design philosophy is to have the Attackers’ safe haven be outdoors and the Defenders’, indoors. We felt that 5 seconds gave the Defenders too much time to get in position to take down their opponents and made the Attackers too unsafe outside.

    Difficulty reduction for Terrorist Hunt Disarm Bomb
    PVE – Reduced the maximum number of White Masks and reduced the wave sizes.
    Looking at the data of Terrorist Hunt Disarm Bomb success rates, we saw that they were much lower than desired (for example, in Realistic difficulty, we didn’t even have 0.1% of success rate as I am writing this post – by the way, if you are the 0.1%, congratulations! The success rate we are aiming for in Realistic is about 1%, which is what we currently approximately have for the other Terrorist Hunt modes.)

    Player Comfort

    Written communications improvement
    Increased the amount of characters available in the chatbox: from 32 characters to 128 characters.We believe this change will help you and your teammates communicate better.

    Visual improvement
    Glaz scope visibility enhanced.
    We have fine-tuned the filter to reduce the glow and enhance the overall visibility and contrast.


  • Registered Users Posts: 10,013 ✭✭✭✭Wonda-Boy


    Grayditch wrote: »
    PS4, man.

    Add me mate, I am looking for a few "Tackleberrys" to team up with....;)

    PSN: wonda3oy


  • Moderators, Computer Games Moderators Posts: 14,710 Mod ✭✭✭✭Dcully


    Netcode seems to have improved for sure on PC.


  • Registered Users Posts: 5,419 ✭✭✭FAILSAFE 00


    Shout out to Logik and the bros. We cleared the plane on Terrorist Hunt - realistic difficulty.

    Here was the result of one of our failed attempts prior to our victory :p



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  • Registered Users Posts: 10,013 ✭✭✭✭Wonda-Boy


    Head is ****ING wrecked playing MP with random peeps at this stage....still enjoying the game but deffo need to mic up with peeps. Nearly at the 50 mark now....taught I was doing well till I seen some dude with 92 level last night!!!!


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