Tom Clancy's Rainbow Six Siege

Tom Clancy's Rainbow Six Siege

About fixing run-outs...
Add a little "surveillance" portion to the match where an enemy that walks outside is instantly spotted (Instead of being given a 2 second grace period.) for that portion of the match. After the portion runs out (15-30 seconds is good enough) revert back to normal spotting time for run-outs.
This would provide plenty time to get to cover as some dunce runs outside for an easy kill. (also upsetting his/her team due to their greed.)

IF anybody has anything to say about this or anything they would change go ahead and say so!
Last edited by SuperToaster; Oct 2, 2020 @ 9:50am
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Showing 1-9 of 9 comments
Officer Dooley Oct 2, 2020 @ 10:05am 
Just chillax and watch your step
SuperToaster Oct 2, 2020 @ 10:06am 
Originally posted by Roguish spaniard:
Just chillax and watch your step
The problem is runouts on certain maps with open areas at spawn. Like bank's alleyway spawnpoint, which is the most common runout spot in the game along with the front door.
-|Nur|- Oct 2, 2020 @ 10:07am 
Howabout a bit of situational awareness? Defenders who run out at the start of a round should be easy kills if the attacker is even semi-alert.
twunny phaiv Oct 2, 2020 @ 10:12am 
Originally posted by SuperToaster:
Originally posted by Roguish spaniard:
Just chillax and watch your step
The problem is runouts on certain maps with open areas at spawn. Like bank's alleyway spawnpoint, which is the most common runout spot in the game along with the front door.
Instant detection isn't gonna do a whole lot to counter the Bank runout since it can be completed in the blink of an eye.
Officer Dooley Oct 2, 2020 @ 10:19am 
Originally posted by SuperToaster:
Originally posted by Roguish spaniard:
Just chillax and watch your step
The problem is runouts on certain maps with open areas at spawn. Like bank's alleyway spawnpoint, which is the most common runout spot in the game along with the front door.
Gotta agree with you with that one, but once you fall for it, your learn about it and are prepared. So when someone tries, I usually pop him instead.
I mean, I hate getting spawnpeeked, but I think that it helps to the tension of attacking and helps making rushing a little more dangerous.
The only thing I would do is better map design so no "instakill" points or places when you cannot shoot back to the spawnpeeker (I have fortunaletely almost never faced this, but sometimes I jsut see a moozie doing parkour, like what?!) exist. But punishing people exitting the building so hardly, I think it is too much.
Copy & Cat Oct 2, 2020 @ 10:33am 
Originally posted by -|Nur|-:
Howabout a bit of situational awareness? Defenders who run out at the start of a round should be easy kills if the attacker is even semi-alert.
I would argue that defenders have more cover than attackers in bank for example, i do think thats is fair that people should pay attention, but sometimes the odds are already stacked against you because of map design
SuperToaster Oct 2, 2020 @ 10:48am 
Originally posted by Roguish spaniard:
Originally posted by SuperToaster:
The problem is runouts on certain maps with open areas at spawn. Like bank's alleyway spawnpoint, which is the most common runout spot in the game along with the front door.
Gotta agree with you with that one, but once you fall for it, your learn about it and are prepared. So when someone tries, I usually pop him instead.
I mean, I hate getting spawnpeeked, but I think that it helps to the tension of attacking and helps making rushing a little more dangerous.
The only thing I would do is better map design so no "instakill" points or places when you cannot shoot back to the spawnpeeker (I have fortunaletely almost never faced this, but sometimes I jsut see a moozie doing parkour, like what?!) exist. But punishing people exitting the building so hardly, I think it is too much.

That's the reason I suggested that the surveillence portion ends so early, to not make it too punishing for people running outside.
UbiYubble Oct 2, 2020 @ 12:23pm 
Originally posted by SuperToaster:
Add a little "surveillance" portion to the match where an enemy that walks outside is instantly spotted (Instead of being given a 2 second grace period.) for that portion of the match. After the portion runs out (15-30 seconds is good enough) revert back to normal spotting time for run-outs.
This would provide plenty time to get to cover as some dunce runs outside for an easy kill. (also upsetting his/her team due to their greed.)

IF anybody has anything to say about this or anything they would change go ahead and say so!

We're actually looking into the detection timer right now. Right now the duration is being looked at, as well as some sort of gauge system. You can check out the Top Issues[www.ubisoft.com] blog post to learn more. We're aiming for a Y5S4 fix for this!
Wiesell Oct 2, 2020 @ 7:24pm 
Originally posted by twunny phaiv:
Originally posted by SuperToaster:
The problem is runouts on certain maps with open areas at spawn. Like bank's alleyway spawnpoint, which is the most common runout spot in the game along with the front door.
Instant detection isn't gonna do a whole lot to counter the Bank runout since it can be completed in the blink of an eye.
Or you can spawnpeek through the pillars.
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Date Posted: Oct 2, 2020 @ 9:46am
Posts: 9