Tom Clancy's Rainbow Six Siege

Tom Clancy's Rainbow Six Siege

THINGS YOU'D LIKE TO SEE IN SIEGE
  • Scrollable chat window so you can see previously written chat items
  • Cooldown period for TKers/hostage killers
  • Map vote
  • Map name and objective shown in operator selection screen
  • Loadout displays for team during operator selection (shows what guns and equipment they're bringing)
  • Spectator mode
  • Add friend option in scoreboard
  • Slightly more distinguishable markers for each team OR defenders look more like terrorists (suggested by multiple individuals)
  • Mouse wheel usable in scoreboard (@Flusa)
  • Surrender vote in ranked matches when players drop out (@Jeru)
  • Server browser (@[CLF]Biohazard89)
  • Ability to change out weapon accessories during loadout selection (@S.A.S.)
  • Ability to remove or attach suppressors during gameplay (@S.A.S.)
  • Report server option in menus for poor performance (@=EMC= Batman)
  • Ability to have preset loadouts that you can quick select in the pre-round operator selection (@Sir Useless [WORST DOCTOR EU])
  • Quick select menu for tactical commands like 'breach this wall' or 'hold here' for people who don't use voice communication (@Sir Useless [WORST DOCTOR EU])
  • Reconnect timer and reconnect option for players that lose connection or accidentally leave a match (@breezy)
  • Report function in scoreboard for griefers, hackers, exploiting, etc. (@breezy)
  • Ability to select a random, available operator (@수수께끼 그녀 X)
  • Laser sight toggle - effects of laser sight only apply when on (@eTact)
  • Colorblind setting in video/graphics options (@Ahab187)
  • Ability to "cook" flashbangs just like frag grenades (@FoulCreature)
  • A map of the level that's accessible at any given time during the round, maybe through the mobile device used to pilot the drone (@vaska00762)
  • Ability to invite friends to matches already in-progress once players drop out (@Büxta)
  • If playing lone wolf terrorist hunt, ability to select map and objective (@Rob)
  • Alternative uniform options (@♛XenouZ515♛)
  • Adjustable reticles for scopes (@Header212)
  • Ability to purchase or select different ammo types eg. JHP, FMJ, Slug (@BuRgLaR)
  • Bipods for certain weapons (@vaska00762)
  • Toggle for text chat on/off (@MonkeySiege)
  • Ability to check scoreboard on operator selection screen or loading screens (@deezus)
  • Ability to start Terrorist Hunt with less than five players (@wayward)
  • Defensive operators for Terrorist Hunt (@wayward)
  • Flashlight / IR / Nightvision for operators (@wayward)
  • Harsher penalties for defenders going outside (these suggestions have varied greatly from each person - read thread for details)
  • Accessories / Mods for the recruit's loadout (@Dralek)
  • Ammo boxes or caches with limited supplies that is available near objective or deployable by an operator (@vaska00672)
  • Ability to lean out of windows (@Da'Kar)
  • Limit the number of times that a team can select each defensive spawn location during a competitive match (@B@tb0y)
  • Ability to buy upgrades or operators with renown during matchmaking or operator selection (@Dralek)
  • More guns and accessories to choose from (suggested by multiple individuals)
  • Ability to cut power or shoot out and disable lights using EMP or other devices (suggested by multiple individuals)
  • Different announcers, possibly purchasable with renown (@~P15spoTato~)
  • Helicopter insertions in terrorist hunt mode (@~P15spoTato~)
  • New movements eg. lay on side, roll, jump behind cover (suggested by multiple individuals)
  • Ability to place cameras in predetermined locations for defenders (@ApertureRiot)
  • Ability to barricade a hall or doorway with furnature/debris blocking certain passages or creating choke points (@ApertureRiot)
  • Selectable day and night versions of maps (@ApertrureRiot)
  • Camera jamming ability (@ApertureRiot)
  • Ability to use pistol in bleedout - possibly with limited accuracy (suggested by multiple individuals)
  • A symbol in the killfeed that represents a 'wallbang' AKA a kill through an object (@[H]appY inc.)
  • Toggle option for Montagne's ability and HUD signifier that tells you if it's active (@Raptorcheese)
  • Customizable Riot Shield Skins (@Shadow)
  • Ability to drag downed teammates (suggested by multiple individuals)
  • "Safety zones" or more cover for spawn locations to prevent defensive operators from killing attack operators shortly after spawning (@Zhangatang)
  • Cinematic scenes for new operators eg. Frost and Buck. (suggested by multiple individuals)

Feel free to suggest items to add to my list or correct me if any of this stuff exists already and I just haven't found or activated it.

Also, this is for actual gameplay and interface additions or changes, not to have a bunch of 'fix servers' posts. There are known issues, bugs, and patch threads for those things pinned in this forum. KEEP THIS THREAD CONSTRUCTIVE PLEASE!
Naposledy upravil Stabby McStabStab; 15. úno. 2016 v 8.50
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Stabby McStabStab původně napsal:
Jasper původně napsal:
Leave the strategic tactical shooter alone. Why are you turning Rainbow Six into Call of Duty?

Not everything has to be mindless, numbing garbage.

Are you surprised they took it in a different direction? Why make all the Rainbow Six games the same? How is this mind numbing? What's the point of you trolling this thread?

You don't understand, it's okay :)
If a map is at night time and there are lamps inside the bulding, I want to be able to shoot them out to darken the room and along with that, they should add night vision gadgets or weapon scopes of somesort.
Just to mention it at the beginning: these are suggestions from a CS:GO player. I dont want this game to be an exact copy of CS:GO but I also dont want this game to be an worse copy of COD with fancy destruction. My suggestions are going to target the current gameplay of guns.

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.
Jasper původně napsal:
Stabby McStabStab původně napsal:

Are you surprised they took it in a different direction? Why make all the Rainbow Six games the same? How is this mind numbing? What's the point of you trolling this thread?

You don't understand, it's okay :)

Cool, good talk.
ability to watch previous played match like cs:go
Stabby McStabStab původně napsal:
Jasper původně napsal:

You don't understand, it's okay :)

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.
Naposledy upravil Ryan; 14. led. 2016 v 9.43
WC? 14. led. 2016 v 11.06 
Patch 1.3 came out and Tachanka is STILL bugged. UBI PLS. PLSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS.

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.
Naposledy upravil WC?; 14. led. 2016 v 11.09
WC? 14. led. 2016 v 11.08 
Sirian33 původně napsal:
Just to mention it at the beginning: these are suggestions from a CS:GO player. I dont want this game to be an exact copy of CS:GO but I also dont want this game to be an worse copy of COD with fancy destruction. My suggestions are going to target the current gameplay of guns.

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.

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.
When doc revies him self he doesent get up and stays in prone
I want to see ping smaller than 78 ms in this game, mzfkrs.
The EKO Cobra from Austria, then we get specail AUGs adn Glock 18s, would be ♥♥♥♥♥♥♥ sweet
Ability to drag the people who is bleed out to a safe place and then revive him.
Any chance that looking into a building from outside will not be looking into the black abyss? Conversely looking out is like looking into the sun. Is this intended (obviously, but to this extent)?
s 14. led. 2016 v 16.37 
hitmarkers
VitalSniperxX původně napsal:
Ability to drag the people who is bleed out to a safe place and then revive him.
Agreed with this, anyways i suggest it before :P
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Datum zveřejnění: 7. led. 2016 v 6.03
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