NEW ATTACHMENT
To cater to a variety of playstyles, we created a new attachment: the angled grip. We had the opportunity to have Serenity 17, a R6 top level player testing it at our Montreal studio. Here are the observations and tips he had to share with us: "The angled grip accelerates the transition between hip fire and ADS, which allows for an aggressive and fast-paced playstyle. However, make sure to take into account that the angled grip is less stable in terms of recoil than the standard grip, so holding your angles might be tricky with this one."
NEW CUSTOM GAME MODE (BETA)
We’re glad to finally introduce the Tactical Realism, which will add a new gameplay mode to Custom Games. Inspired by your enthusiasm towards getting a ‘Hardcore’ mode, we created the Tactical Realism mode to foster a better immersion by relying less on the in-game feedback. We endeavored to offer a realistic experience via several modifications, namely, limiting the HUD to only display the Round Timer, Compass, Gadget & Weapon Panels; preventing you from marking your enemy; removing the kill confirmations; providing a realistic Magazine Management for ammo; and much more. This is a first step toward immersion, and we wish to gather your feedback in order to improve this iteration.
Normal:
Tactical Realism:
By implementing this mode we tried to simulate a real tactical experience. Its most unique aspect is the ironclad team spirit it fosters. You must now entirely rely on your teammates and their skills to figure out who and what is around that corner. For instance, communication is your only tool to keep track of both your teammates (avoiding team killing) and the enemies eliminated, which is tricky without the help of the kill confirmation. With Tactical Realism the tension runs high as you must carefully assess, coordinate, and communicate your movements to your teammates—and so at all time.
SURRENDER SYSTEM
If the field becomes too rough for your team, you can now cut it short and move on to another match. The objective was to accelerate the process by allowing a team to forfeit if they do not wish to be forced to play the match through the end. You can now cast a vote to surrender during a Ranked match. You will need the majority on your side for your team to forfeit. Please note that this new feature is only available prior to the 3rd round.
GENERAL TWEAKS AND IMPROVEMENTS
GAME HEALTH
CLIENT SIDE ANTI-CHEAT IMPLEMENTED TO COMBAT CHEATERS
Not only have we implemented a client side anti-cheat, we have also been working with our partners at FairFight to improve their detection methods too. We are excited about the changes that our efforts will bring in Season 3. You can read more about our client side anti-cheat test here.
ADDITIONAL TEAM KILLING COUNTERMEASURES ADDED
After monitoring the adjustments that were made with Patch 3.3 and 3.4, we have taken steps to improve the methods that we are using to detect excessive team killers, and punish them accordingly. As a reminder, when players are removed from a match for team killing, they will suffer the following punishments:
First offense:
Casual- Kicked from match.
Ranked- Banned for 15 minutes, 50% Renown penalty for 30 minutes.
Second offense: Banned from Matchmaking for 30 minutes.
Third offense: Banned from Matchmaking for 2 hours.
Fourth offense: Banned from Matchmaking for 24 hours.
Fifth offense: Banned from Matchmaking for 7 days.
IMPROVED VOTE TO KICK FLOW
Steps have been taken to improve the Vote to Kick feature, and improve the overall experience for players. Players will now be met with a walk through for how to vote kick another player on their respective platform. Additionally, once a vote has been initiated, all other players who are eligible to take part are presented with a notification, as seen in the top left corner of the screenshot below. Once you have voted, the notification is removed. Also noted in this screen shot is the updated scoreboard that you will see in Patch 4.0.
MORE TOOLS TO HANDLE TOXIC PLAYERS IN TEXT CHAT ON PC
You are now able to hide text chat on PC. This will allow players to avoid those who wish to spam the chat, or send toxic messages. For those players, we encourage you to report them to our Customer Support team, and they will be handled in accordance to our Code of Conduct.
You can disable the in-game text chat in the HUD Preferences section of the Gameplay tab on the Options menu.
OPERATOR’S LIMBS NO LONGER CLIP THROUGH WALLS AND BARRICADES
One point of frustration from the community occurred when a player was killed through a wall, and only realize after watching the Kill Cam that their leg was visible from the other side. We have addressed this in Patch 4.0, courtesy of significant improvements to what we call “dynamic clipping”. When a player goes prone against a wall or a deployable shield, their body parts will no longer be visible from the other side. This is done by clipping body parts that collide with the geometry of a given object. This will also prevent Operators from clipping through walls by going prone or entering a DBNO state next to them, as well as instances where an Operator would clip through a trapdoor. It is extremely important, as it provides a more level playing field for all Operators.
We are very excited about the changes that this will bring, but would like to note that this technology is still being tweaked and improved, so there may be fringe cases where clipping still occurs. Additionally, while body parts will not be visible when they are clipped through an object, they will still be able to take damage. As previously noted, this technology is still in its infancy and we will continue to work on improving it. One particular goal is to apply the same process to weapon and gadget clipping as well. Keep your eyes peeled for this in a coming patch!
FIELD OF VIEW IS NOW STANDARDIZED FOR ALL PLAYERS WHEN USING CAMERAS AND DURING THE KILL CAM
Prior to this patch, making adjustments to your FOV would allow defenders to gather more intel than originally intended for cameras. This has now been standardized, and the same FOV will be applied to all users while they are using cameras, and will then be reverted back to their chosen FOV setting upon exiting the camera. This will also apply to Kill Cams. In the past, this could lead to discrepancies on the Kill Cam versus what players were able to see due to their personal FOV settings, and accusations of misconduct were made based on these erroneous replays.
KILL CAM IS NOW A MORE ACCURATE REPRESENTATION OF WHAT HAPPENED
Prior to Season 3, the Kill Cam has been used as a tool to identify specific tactics utilized by the enemy to circumvent your team’s defense, or as a way to identify a particularly suspect play. After Season 3 releases, the Kill Cam will provide more clear insight as to how a player was killed. Improvements have been made to bullet trajectory replication, camera offset, blood splatter effects, and Operator movements during the Kill Cam replay. Not only will this improvement allow players to learn their enemy’s movement more accurately, but it will also cut down on the number of plays that look a little too incredible to be real.
While we are very happy with the progress we have made in this patch, we will continue to work on improving this feature to provide the most accurate information possible.
MODIFIED INFORMATION IN RANKED LOBBY TO IMPROVE MATCHMAKING EXPERIENCE
While searching to ways to improve matchmaking times, as well as the overall matchmaking experience, we noticed that players would sometimes leave a match before it started after viewing the Win/Loss or Kill/Death Ratio of the opposing team. This has been removed in order to facilitate a smoother matchmaking experience for all players, and will provide all players with a significantly improved experience.
BETTER TRACKING OF CONNECTIVITY AND MATCHMAKING ISSUES THAT PLAYERS ARE FACING
We improved tracking for disconnections and the matchmaking process in order to more quickly reach the root of issues that some users are facing. This will allow us to react more quickly in the event that we see a specific error code on the rise, or a negative trend in the matchmaking process.
Overall, this will lead to a decrease in the number of disconnections, as well as an improved matchmaking experience.
PLAYER COMFORT
TEAMMATE LOADOUT INFORMATION ON WAITING SCREEN
You can now view your teammate’s loadouts on the updated waiting screen. This will allow you to adjust your loadout depending on what your teammates are carrying in to the field. To quote the Presentation Director Toni Da Luz, “Players will now have real-time access to the weapons and gadgets their teammates have chosen. For example, being able to know if Fuze went for a shield or a 6P41 is a game changer in Siege, where team composition matters a lot.” This will be particularly helpful when you are not playing with your regular squad, or a group that uses voice comms, as you are able to adapt on the fly to the choices that your teammates make
FULL SCREEN WEAPON PREVIEW
You can now zoom in on weapons in the Operator loadout screen, as well as rotate them. You may also attach weapon skins and charms in this preview window as well. Utilizing the “centered control” feature, you can focus on a specific point on a weapon and pan the camera around this point. You are also able to use the “Points of Interest” to immediately zoom in to the appropriate part of the weapon. This will allow you to create content focused on the weapons, as well as enjoy your weapon skins and weapon charms in more detail!
MAP ROTATION WILL NOW APPEAR MORE RANDOM
After playing a specific map a few times in a row, we noticed that players would get frustrated at the perceived lack of variety in the map rotation. We have introduced an algorithm that will improve the likelihood of a new map being selected by picking one of the least played maps by all players in their current game session.
TACTICAL MAPS HAVE BEEN REDESIGNED TO PROVIDE MORE DETAIL
During the Planning Phase, both Attackers and Defenders will be able to enjoy the new Tactical Maps. These maps offer significantly more detail than their predecessors, and will allow for a more intricate strategy to be devised during the Planning Phase. We have provided you with some in-game screenshots below!
PLAYERS CAN NOW CHOOSE WHICH OPERATOR SPAWNS WITH THE DEFUSER
Teams are now able to coordinate and decide which player will spawn with the Defuser. This will help to prevent situations where players would need to drop the Defuser at the start of the round should carrying it not fit with the team’s strategy. This will allow for a smoother start for the Attackers on Bomb, as well as provide them with more options for attacking the objective!
ATTACKERS ARE NOW ALERTED WHEN ALL DRONES HAVE BEEN ELIMINATED
Attackers are now met with an alert when all drones have been destroyed during the Preparation Phase. This alleviates confusion when players are taken to the Spawn Location Selection screen.
COMPASS IS NOW DISPLAYED WHEN USING DRONES AND CAMERAS
As requested, players will now have a compass on their HUD when they are using a Drone or Camera. This will enable players to more accurately relay information to their teammates. Having access to the compass makes players using drones and cameras even more integral to the success of the mission. Acting on accurate intel is half the battle!
LOCATION PING HAS BEEN UPGRADED TO BE MORE USER FRIENDLY
Adjustments were made to the location ping feature. We have increased the maximum range, duration, and scale of the marker. It has been increased from 3 to 5 seconds, the max distance is now 100m, and the ping marker will now scale with distance for better readability. While we will always recommend that you communicate with your team, improving on this feature allows teams to communicate in more ways than one! The location ping is now the perfect feature for any situation in which you need to quietly listen for an enemy Operator on the other side of a wall, or while needing to accurately communicate with your team over the sounds of an intense firefight!
THE IN-GAME HUD NOW PROVIDES MORE CLEAR INFORMATION AT A GLANCE
Updates were applied to the in-game HUD that will make determining the status of your teammates a much smoother process.
In addition to the teammate status display, we have also updated the health gauge in the bottom left. We have removed the Armor Rating display, as it is irrelevant to you while you are in the middle of playing a round. Players who have equipped Rook’s Armor Plates will still have a green indicator, as seen in the screenshot below. In this screenshot, you will also notice that North is now accentuated with a red background!
LESS INVASIVE HUD WHEN THE DEFUSER IS ON THE GROUND
Players sometimes had difficulties locating enemies through the HUD elements relating to the Defuser. We have taken steps to trim down the impact that the Defuser has on player’s HUD. For example, we have reduced the overall size of the HUD indicator to the point that you will be able to clearly see an enemy should they be on your screen.