Rainbow Six Siege - Operation White noise changes (Pistol buff, Client fixes, Grenade Changes)

in #gaming7 years ago (edited)

Hello there, Steemit community!

It seems that I have been enjoying my Rainbow Six Siege posts a little too much! I'll make sure to even the spread out between Siege and also League of Legends (The next league patch will be on Wednesday, so I'll do my best to post ASAP!)

At the time of writing the post, Tomorrow will be the big release of Operation White Noise on all rainbow six siege servers, including PS4 and Xbox! I am so psyched to see the new season in action (And get my platinum season rewards! XD ).  

I decided that this day would be a good time to go over the small adjustments made by Ubisoft that will impact the gameplay side of the game. 

Pistol Buffs

 "We have changed the pistol animation for greater player comfort. Our overall goal is to make pistols a true choice for players, not just a last resort when you are out of bullets.

Before this change, you always had to aim down the sights because the animation would make the barrel of the pistol lift up in the middle of the screen (where the bullet goes). As a player, you would then have to guess where the enemy is. This issue was especially true if you were aiming for their head.


We have also increased the rate of fire of all pistols. Players can discharge their magazine significantly faster with this change. This has the added benefit of making pistols more lethal, which ties into making them a real choice for players."

What are the changes?

The main changes are twofold. The animation of the pistol recoil means has been adjusted to allow for Better player comfort (quality of life change) and the second being the increase in pistol rate of fire and making the pistol more lethal (Most likely increase in damage)

How does this affect the game?

Simply put- operators who use their pistol more can see benefits from this change. Caveira will be the most benefited as she utilities her pistol most of the time.

General opinion

I am very welcoming to this change since pistols have felt underwhelming for a while. That being said, on the TTS, the handguns seem way too potent and lethal, so I'm hoping for some adjustments in terms of balancing the pistols.

 

Grenade trajectory changes

 Together with this change, we will take the player velocity into consideration when throwing a grenade. As a result, moving while throwing a grenade will alter the trajectory in various ways. The initial velocity of the grenade will now be combined with the thrower’s movement velocity at the time the grenade was thrown. The thrower’s velocity will therefore modify the trajectory of the grenade in these ways:

  • Throwing a grenade while moving forward will result in a longer throw.
  • Throwing a grenade while moving backward will result in a shorter throw.
  • Throwing a grenade while strafing will induce a lateral movement in the grenade trajectory.

What are the changes?

In short, the movement of the player affects the speed and direction of the grenade and it is airborne.

How does this affect the game?

It's a new mechanic that adds a new skill curve to the throwing of grenades compared to the linear mechanics of   previous grenade trajectory coding. Plus, it's more of a realistic touch to the physics of the game. 

General opinions

Ubi seem to be giving the game more of a realistic flair, which is always pleasing to see. It might take some time to understand the extent of the changes, but it means that there's more to focus on in this tactical shooter.

Grenade trajectory changes fixing (Part 2)

 "The main purpose for the Trajectory Synchronization change is to fix issues where a grenade would desync on the game client and suddenly teleport back. This synchronization change allows us to align the trajectory between what the server sees and what you see on your client. This will reduce the chances that your grenade will return to you after releasing it."

Client (Our) perspective

Server perspective

What changes are there?

This is mainly just a big bug-fix for the game that stops the teleporting of projectiles due to a weird interruption error with the player model.

How does this affect the game?

Bug fixes are bug fixes. They're always improving the quality of the game by removing any errors or mishaps found in the system.

General opinion

I'm lucky enough to have not seen this encounter before (I snickered a little when I saw Pulse self destruct), but I'm glad I, or others, will have to see this scenario again! 

Additional Minor Bug fixes

In this patch, there are also 301 other bug fixes reported by Ubisoft to have been fixed (yes, I counted them.). These were as minor as visual bugs that didn't have a big effect in terms of gameplay, but were easily solvable by the Developers. The link for all the bug fixes is here. (Click on the Bug fixes tab to go straight there)

And that's all on the Patches for the new season. Do I like these changes?  Overall, yes, I'm glad to see these adaptations to the game. I must admit though, I am fearful of an imbalance in the pistol buffs, since they may buff certain operators to the point where they are straight broken (*Cough* - I'm looking at you, Blackbeard!).

What do you guys think? Let me know in the comments below,  it will be really interesting to see your opinions on the changes, whether you agree with me or not!

If you like this post, be sure to upvote and support me! 

Thanks for reading,

Riyad/Rags

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