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You don't understand, it's okay :)
1. Increase the recoil of the weapons by a very huge amount (only looking at the ADS-mode because who actually shots from the hip in this game?): Right now the gunplay feels more like COD than an actual skillbased tactical FPS. At the moment it is preferable to use faster firing guns because every weapon can land onehit-headshots. The onehit-headshot aspect is another point i am going to mention later. If you are going to play Rook or Doc better pic the P90 so you have a higher chance of hitting the lucky headshot across a 15m long hallway and instantly kill a Thermite for example who only has a slow firing assault rifle. In a one-on-one situation it is more likely that an smg player will defeat an assault rifle wielding operator. The SMG-11 is very overpowered for that reason. The amount of lucky spray headshot i landed with this weapon is just ridiclious.
So here are my suggestion how to balance the weapons properly: Increase the recoil of all weapons by four times and make it more random than just a straigt line up to the left or right. It should be preferable to fire short burst of 4-6 bullets over a medium to long range and not just empty your clip in the general direction of the enemy and hit a lucky headshot. This recoil would make smgs the winner in close range fights but lack the accuracy to hit enemys that are further away. The reloil should also be dependent on the position when you are firing. For example a standing player has less accuracy than an crouching or prone player. Here is a list how i would rate the recoil denpending on the positon and movement:
- 150% recoil while rappeling through a window
- 125% while standing and moving
- 100% while standing and leaning/ crouching and moving
- 75% while crouching and leaning
- 50% while laying down and leaning
(- 25% while laying down and using a bipod)
This would make charging an enemy less powerfull and reward tactical play especially having a shield on the side of the attackers because you can no longer charge out of door and still hit all your shots. If you think you are at a disadvantage while peeking corners i would give a bonus to the burstfire mode of all weapons. While standing or being crouched and moving while using the burstfire mode you would only have very limited recoil so you can kill an enemy with a very well played burst to the head. But the enemy could return the fire as easely because he could lay down and watch a corner where he thinks an enemy will appear and ambush him. Roaming will still be viable but not to the same degree. Roamers will have to move more carefully to flank players or they will get picked of by the attackers.
This new recoil-system would encourage to plan more carefully while attaking or defending and not just charge an enemy mindlessly.
2. No more onehit-headshots for SMGs and low-caliber pistols: Right now you do not really get an advantage while using an assault rifle over an SMG or low-caliber pistol. You can as easely if not more easely hit the headshot with the SMG because you have the advantage in shots-per-minute and often in clip size. A short list of how many headshots yu would need to kill an enemy with different weapon types:
- Assault Rifles 1 hit
- Revolver/ High-caliber pistols 1 hit
- Low-caliber pistols 2 hits
- SMGs 3 hits
SMGs wil still be able to defeat assault rifles due to their faster firing rate. But a skilled player with an assault rifle still can beat a player who has an SMG.
3. CTUs should have a pool of weapons where you can choose from: For example the SAS:
Primary:
- L85A2
- AR33
- M590A1
- FMG-9
- MP5K
Secondary:
- SMG-11
- P226 Mk 25
I just dont get it why the defenders can not pick a normal assault rifle and have to play with SMGs. This would work well with the before mentioned changes and would make this game more balanced and more skill based.
To summarize my suggestions: Make this game a skill-based tactical FPS.
Cool, good talk.
No offense to you, it's just that based on what you said I don't think we're on the same page.
Was I surprised they took it in a different direction? No, I was hyped for this game for years and knew what to expect. The trailers definitely showed this game to have WAYYYYYYY more freedom than is the current case with destruction. If you read the description for this game on the store page, it talks about features that are literally non-existant in the game. Somehow you're all okay with this.
Why make all the Rainbow Six games the same? That's not what I want. I want the originality of the franchise and the quality of design we initially had back. I like Siege for what it is, that is I don't constantly compare it to other titles WHILE playing. However if you play the two games back to back, it's shocking.. It takes almost zero effort and brain power to see that this product is fundamentally by design, not my opinion, of really poor quality/quantity. If you disagree with this, then you happen to fall into the category of people they prey on.
Why do you think that Ubisoft secretly shut down NUMEROUS high quality Ravenshield mods? Those modders were doing nothing wrong and they weren't even profitting. Ubisoft did that in an attempt to cover up Ravenshield buzz because it's so blatantly obvious that this product is unfinished... it's a pre-alpha at best. They wanted to release it early to make a quick buck and now chances are they've moved onto the next Assasin's Creed with the profits from this.
See details on the cover up here or just google it yourself.
http://www.neoseeker.com/news/15793-ubisoft-shuts-down-rainbow-six-3-raven-shield-20-mod/
It's mind-numbing because there is no progression, barely any unlocks or anything to do in the game.. and again.. if you didn't play the previous games, you're being tricked into thinking this is the standard but it's completely the opposite :( that's why I "troll" these forums as you put it.
Oh and FFS make it so that german operatois dont have HUGE heads because of the headsets. Someone said their headbox is bigger and if that is true it is the DUMBEST THING I HAVE EVER HEARD.
actually shooting from the hip has tactical value in many situations. Its called area fire. Its important when you don't know the exact position of the enemy. also not sighting in can improve your vision.