While one-tapping a head is still far better, it actually severely reduces the skill level. This can easily be 'abused' to simply aim at the chest and after 1-2 bullets you'd land a headshot, making it easier to land a headshot and lowering the risks. "Hell, some of the recoil patterns currently on TTS are very reminiscent of CS1.5 AK pattern, which was a near straight up line. This is actually a big issue in CS:GO, even at long range people will spray down because the recoil patterns are known and easy to use," they explained.
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"When you once had to tap/burst fire at long range, with fixed recoil, you can now spray. One of the more thoughtful posts, from a redditor named Icemasta, states that while the original randomized recoil "might give some 'bullshit' moments, fixed recoil patterns are even more bullshit." There aren't a lot of people talking about it yet, but those that are generally sound as though they'd prefer to stick with the old system. (Shotguns, pistols, DMRs, and some "lower rate-of-fire SMGs" are excluded, because removing their offset didn't impact their recoil enough to require any changes.)Ĭonversations about the new system are taking place on the TTS subreddit, and the response so far isn't what you'd call universally positive. "That way, we can say where every bullet goes in relation to the previous one." "We can say to the engine 'For the second bullet use this recoil data set and for the third bullet, use this other data set' etc." it explained. To get around that, Ubi implemented "multi-stage recoil" that lets it define unlimited recoil data sets at any point during full-auto firing.
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But that led to another problem because the existing recoil system only enabled one pattern definition, which "left us with a system that is still very random number generator (RNG) dependent that pulled hard on the camera and made the weapons feel erratic or unpredictable." Removing the offset eliminated a lot of the recoil effect and made weapons too easy to control, which led to the need to tweak the recoil of all weapons. That turned out to be a bigger problem than you might think. "Because of this, any amount of movement we do with the First Person visuals off the center of the camera will immediately cause alignment issues with the weapon." When players can expect the changes to occur in Rainbow Six Siege weren't provided."The gun you are holding is rendered at a fixed 50 FOV ('Field of View'), but the world is rendered at 60 FOV for consoles and anywhere from 60-90 FOV on PC," Ubi explained in the post. It also provided examples of the changes players can expect, at least for the icons. None of the changes will have an impact on gameplay, said Ubisoft Montreal, as only the art and visuals will be adjusted. "In addition, we can guarantee that any future changes are aligned with the global regulations we are working towards." Siege’s new bullet penetration system is thanks to Kali, and ahead of the Rainbow Six Siege Shifting Tides release date, you can follow that link for.
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Having the same people working on a singular global version of the game ensures we only need to do the work once. You can get full details in the dev blog. "This will allow us to be more agile as a development team, and address issues more quickly. "By maintaining a single build, we are able to reduce the duplication of work on the development side," reads the blog post. The developers are currently working to expand Rainbow Six Siege into Asian territories, and is making the adjustments to icons and maps to "ensure compliance." These changes will be made globally as it will be easier than maintaining two parallel builds.
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This includes blood, gambling, skulls, and sexual content. Rainbow Six Siege players will soon see the removal of aesthetic content which is restricted in Asian territories. Ubisoft is in the process of adjusting maps and icons in Rainbow Six Siege to comply with content restrictions in Asian territories.