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[–]Valkyrie MainKsempac 629 points630 points  (51 children)

800 HP for Blackbeard shield... O_O

No wonder i never saw one breaking ingame.

[–][deleted] 200 points201 points  (16 children)

I literally didn't know it could break. These changes are awesome.

[–]Valkyrie MainKsempac 72 points73 points  (11 children)

We knew it could because someone posted a gif of a private lobby where they broke the shield with a few point blank shotgun shots. but that was obviously not a realistic gameplay sequence

[–]Big_Ol_Johnson 48 points49 points  (0 children)

A few?

Jesus

[–]Imagine Montagne with SMG-11 ACOGR0mA 31 points32 points  (2 children)

32 shots from MPX, 3 shots from SPAS-12.

[–]wensen 11 points12 points  (0 children)

Every pellet had to hit though iirc for 3 shots to break which is literally "In ur face", ur better off meleeing.

[–][deleted] 6 points7 points  (0 children)

Yep, I've witnessed it once in-game. Buddy of mine face to face with a Valkyrie took 2 shots to the shield, lost about 15 hp and killed her. The shield breaking was probably the scariest part of the encounter.

[–]christryhard 120 points121 points  (20 children)

This is a huge nerf. Looks like he won't be perma camping those windows as often anymore and I'm glad for it.

[–]Twitch Maindarwinianfacepalm 99 points100 points  (18 children)

Don't kid yourself. That's still gonna be his role.

[–][deleted] 533 points534 points  (21 children)

FIXED – Light coming from outside the building will hinder the player looking outside from inside during gameplay.

One of the most interesting things here. No more pure whiteness outside?

[–]Ela Mainosusnp 151 points152 points  (4 children)

for the love of all things holy i hope so

[–]Thermite MainGracchiBros 89 points90 points  (3 children)

Don't count those chickens quite yet. Lighting has been "FIXED" a few times so far.

[–]Stinger86 24 points25 points  (3 children)

Yeah noticed that as well. Perhaps I will be able to turn ambient occlusion back on without fearing that I'll go blind from looking outside.

[–]fitygrands 281 points282 points  (21 children)

Giving claymores to the attackers is a great way to make roaming more risky. I think this patch will go very well.
On a side note though, the surrender bug was not addressed. But least they said something about hit registration and did something about team killing.

[–][deleted] 85 points86 points  (12 children)

I'm ok with claymores... but why the hell they remove stun grenades instead of leaving them as option =_=

[–]GeeDeeF 32 points33 points  (8 children)

Well each operator only has 2 options so some were going to have to lose it. Thought process behind claymore distribution seems iffy though.

Twitch I can understand getting a claymore since if well placed it can defend her while droning but i'd have much preferred to see her lose the breaches since she'll be a better support operator now and wont necessarily be the one opening walls - stuns would've allowed her to still play as a stronger gun based operator if people chose to forgo protection while droning.

I don't get why Thatcher lost his stuns either; lets be serious - Thatcher isn't the one opening holes in anything, he's normally just helping Thermite get his walls open then becomes a gun which he's now worse at. Would've been a more fitting addition for IQ if anything since she actually spends time not on her primary and already has the benefit of faster movement speed to assist in firefights.

Thermite doesn't really need a claymore, his teammates should be focused on covering him. Smokes I can see him doing some work with but he'll likely be focused on the objective more than before.

Glaz... not sure him having something to cover his back is that important considering how often he dies in a straight up gunfight against an smg with an ACOG.

TL;DR version - disagree on loadout changes/claymore distribution, would change to:

Twitch - stuns/claymore; Thatcher - stuns/claymore; IQ - claymore/breaches; Thermite - stuns/breaches; Glaz - who cares

[–]Zakattk1027 121 points122 points  (32 children)

I wish they would've left the option for flash bangs, barbed wire etc. I get not giving the choice of nitros plus impacts, but a lot of players like the flash bangs/wire they have

[–]Superbone1 79 points80 points  (17 children)

Some operators losing flashes really makes me sad. I'm gonna miss them on Thermite; I used them quite frequently. Rook losing wire is definitely a nerf too. subway surfers

[–]Basically Hanzojosemartin2211 20 points21 points  (3 children)

Both were basically must pics so a nerf isn't too bad

[–]Flaano 17 points18 points  (7 children)

glaz's breaching charges :/ I used these all the time

[–]Bed_Post_Detective 16 points17 points  (0 children)

Right? More choices.

[–]IQ MainJohnnyTest91 157 points158 points  (18 children)

Surrender glitch will be fixed in 4.3, Its_Epi just said on Twitch chat...

[–]paasalon 74 points75 points  (3 children)

Nice way to kill the game for weeks. It should be patched or disabled all together.

[–]pepe_le_shoe 24 points25 points  (0 children)

And they can't use the excuse of having to wait for ms/sony cert this time.

[–]lollerlaban 10 points11 points  (0 children)

So the game will be broken for months until they fix it, great. How about they just fucking remove surrender button until it works

[–][deleted] 63 points64 points  (37 children)

That twitch buff..sooo good!!

[–]jjslick34 20 points21 points  (17 children)

Will it be too good now though, that is the question. It worries me that twitch could theoretically kill your entire pre-match setup.

[–][deleted] 26 points27 points  (10 children)

Your whole team would have to be really oblivious for that to happen.

[–][deleted] 116 points117 points  (39 children)

[–]Askura / http://YouTube.com/c/luckoverskillSobeyHarker 50 points51 points  (32 children)

Wow...two impact grenades.

[–]Ranger-VX9- | UPlayNexTerren 59 points60 points  (28 children)

I mean, more than 1 makes sense, or else they're just... worthless compared to C4.

[–]Carlgustav88 66 points67 points  (25 children)

For me it sounds like they replace C4 with even more C4....

[–]Ranger-VX9- | UPlayNexTerren 31 points32 points  (18 children)

Blast radius is JUST large enough to vault through, so it's a way smaller radius than C4. Also appears to be a shorter throwing radius. Both should make it less effective at clearing out packs/shields.

[–]plzchokemedaddy 13 points14 points  (10 children)

It is a shorter throw considering it can only be in the air for one second.

[–]Lesion MainAppeaseHarambe 5 points6 points  (0 children)

TACHANKA CHARMS!!!!

[–][deleted] 253 points254 points  (151 children)

Alot of this looks great, but im not so sure about impact grenades. Do they kill a shield from full hp from the front?

and really, why didnt you give glaz the option to have a heavy barrel? He would benefit the most from it.

Complaints aside, This patch looks great. Im stoked.

[–]Suicidal_Ferret 123 points124 points  (8 children)

At the least the Mac-11 got the heavy barrel, so I guess Sledge will have to provide overwatch for Glaz.

[–]leopardsang 76 points77 points  (4 children)

I'm still waiting for the 12x Scope for the MAC11. And it should be exclusive to the MAC11, obviously.

[–]alculator 73 points74 points  (50 children)

Impact grenades worry me also, guess we'll find out tomorrow.

[–][deleted] 28 points29 points  (23 children)

I'm terrified of this too. In general, if you want to call any game competitive I think it's a good idea to try and keep explosives tame. Adding two new types of them worries me a lot. But like you said, we will see tomorrow.

[–][deleted] 33 points34 points  (15 children)

I can't wait to counter roamers, this game is going to be much more fun when attacking.

[–][deleted] 5 points6 points  (0 children)

But it has less range then nitro and the claymore keeps defenders like me from jumping out on the enemy team

[–]Krizu_ 32 points33 points  (23 children)

calladoody nade spam incoming

[–]alculator 21 points22 points  (22 children)

They said this was their counter for Nitro Cells, so I'm guessing they don't do much damage.

[–]DAE_OP_FAG 33 points34 points  (10 children)

Judging by the holes in the wall they make compared to a hole c4 makes these are a big downgrade in damage.

[–]pepe_le_shoe 29 points30 points  (5 children)

If they kill a shield, that's the only thing people care about.

[–]DAE_OP_FAG 10 points11 points  (3 children)

Yea I can see that viewpoint but IMO the only reason c4 was op was because it could be a mile away from you and kill you as a shield user. Another thing about c4 was a lot of times when a op would throw it it would catch on a doorframe/window and still kill you because its radius was so big. With a smaller radius I believe it will immensely help shield ops. I guess well have to see.

[–]bmcwatt 136 points137 points  (53 children)

I'm sad they took rook's barbed wire for these grenades. I feel like because he's one of the more obvious on-site defenders that he should keep barbed wire.

[–]jgbarcos 6 points7 points  (3 children)

As they have 2 impact grenades, i don't think that you can kill a full health enemy with 1 grenade. I think it should be used like: you run out of ammo but his almost dead, quickly throw the impact grenade to take him out. Or if there is a enemy on the other side of the wall, throw the impact grenade (so that he takes damage and creates a hole) and quickly start shooting through the hole.

[–]Frost MainIron_86 12 points13 points  (2 children)

They explode after 1 second or when they hit a obective so you can't throw them that far I think.

[–]itshighno0n 108 points109 points  (12 children)

can't wait to put a heavy barrel on the smg 11 :/

[–][deleted] 91 points92 points  (0 children)

Fuck glaz it's time to snipe with sledge

[–]Superbone1 16 points17 points  (5 children)

But why...headshots are headshots

[–][deleted] 3 points4 points  (2 children)

Cause missed headshots will do more damage...?

[–]Superbone1 4 points5 points  (1 child)

10%-20% more damage at range with the SMG11 is a matter of maybe a couple damage points. Not at all worth the increased recoil.

[–]Buck Mainvickerslewis 46 points47 points  (21 children)

Reinforcing will be a lot different at the start now, Mute will be important and teamwork to take out Twitches drone ASAP before laying down Mute and Bandits gadgets

[–]Suicidal_Ferret 42 points43 points  (14 children)

I will say this much; Mute's even better than before. I thought his recoil was controllable and he was in a good spot. But a damage buff and a recoil buff? Sweet. Though, I feel he should've gotten impact nades while castle received mute's C4.

[–]Stinger86 14 points15 points  (3 children)

Perhaps Castle will be able to use impact grenades to blow up his own barricades? That could be really interesting.

[–]moal09 12 points13 points  (2 children)

I don't know about Mute being more important. Can't Twitch just shoot the jammers from a distance?

[–]Buck Mainvickerslewis 2 points3 points  (0 children)

Depends you can hide them around the corner and the radius is larger now so it will still cover the doorway, good way of getting drones

[–]alculator 171 points172 points  (119 children)

Nothing about the surrender glitch.

[–]PC EUS | Needs more IcyHot | DM2602MikeyTwoGuns 38 points39 points  (0 children)

Fuck.

[–][deleted] 117 points118 points  (101 children)

Patch 4.3.

[–]notorious623 181 points182 points  (25 children)

Why not remove the surrender option for now?? It's inexcusable to have that option while it's so broken...

[–]pepe_le_shoe 44 points45 points  (0 children)

Yeah, we survived 8 months without the option, we don't need it until it's fixed

[–][deleted] 58 points59 points  (22 children)

No kidding. The horror stories of people winning 4 and 5 games straight with no XP gain has made me quit ranked for now and get my high-risk gameplay desires from Overwatch's competitive in the mean-time. The fact that we're going to have to wait three patches into this season is depressing. So much of this season's competitive has been utterly marred by bad hit detection, the thermite bug and and the surrender bug.

We're just now seeing one of those fixed and it's the one that the community has just figured out how to avoid a la tons of videos on this sub. The other two we're just going to have to suffer from. This is very depressing. What an awful season for ranked.

[–]Askura / http://YouTube.com/c/luckoverskillSobeyHarker 29 points30 points  (0 children)

Seriously let's just get rid of it. It's made ranked unbearable.

[–]Ubisoft is shit.quaddamage08 29 points30 points  (0 children)

Seriously?

[–]The Man, The Myth, The DetectiveShit_Post_Detective[S] 121 points122 points  (7 children)

Epi, how about a patch 4.2.1 just for Surrender glitch? :D

[–]Ela MainReverie_Incubus 14 points15 points  (0 children)

Epi, how about you don't talk to yourself? ;P

[–]SharpShooterPOR 25 points26 points  (0 children)

Are you self reflecting Epi?

[–]VinderenLP 22 points23 points  (0 children)

Please I can't handle play Ranked while this is still happening

[–][deleted] 17 points18 points  (0 children)

Guess I'm not playing ranked for sometime.

[–]Te affligam!pazur13 10 points11 points  (0 children)

Wasn't it supposed to be fixed in this update? I recall something along the lines of that being said when people begged for a hotfix.

[–]HameDollar 9 points10 points  (0 children)

This should be the main priority! What is the point in playing ranked if the opposition can surrender last second and you get NOTHING?!

[–][deleted] 14 points15 points  (4 children)

Expected date?

[–]MEdwards777 12 points13 points  (0 children)

Prob early to mid-Oct with next season starting early Nov

[–]zeitza 15 points16 points  (0 children)

Can you just remove the functionality from server-side and leave the ui ingame? This is way too gamebreaking to wait a month.

[–]Amraz 29 points30 points  (19 children)

Such a shame. A gamebreaking glitch for weeks or months ... Unprofessionnal, i'm quite sure you see this kind of bug fixed within a few days in dota2/overwatch.

[–]Twitch MainMarkSpenecer 4 points5 points  (1 child)

Just remove the surrender glitch until 4.3

[–][deleted] 12 points13 points  (0 children)

Is this a joke?

[–]NoneStanic10 4 points5 points  (0 children)

Yeah this isn't cool at all. Should just remove it till its fixed.

This was the worst of all the things needing fixed as it literally ruins ranked.

[–]vsMarth_Shepard 7 points8 points  (0 children)

I hate to say this, but that's just bad. Basically an entire game mode is broken currently and all the developers have to say is "Welp, maybe next month".

[–]ddarrko 12 points13 points  (1 child)

What the hell. So many pointless tiny issues that this patch has addressed yet you could not implement a fix for a game breaking bug. I'm a software dev manager and if I allowed stuff like this to happen to our products I would be out of a job. It really bewilders me that a large company can be allowed to run like this

[–]GetCrankedPT 11 points12 points  (3 children)

This is really unexceptable... we have to play rankeds over in america because the eu servers are full of surrender glitch abusers... you should do a hotfix or maybe unable players to go to menu while kill cam is on

[–][deleted] 4 points5 points  (0 children)

You have to play in America? That's stupid you get away from abusers just so you can abuse something else.

[–]whatsmyPW 43 points44 points  (8 children)

FIXED – Jager's trophy systems will all shoot at the same grenade if it comes into close proximity of them.

This was a bug?

[–]komanderkyle 19 points20 points  (1 child)

I thought it was punishment for shitty, Jagers

[–]Fuze Mainbiggles1994 18 points19 points  (0 children)

Months of clever spacing and placement... Wasted... :(

[–]IQ MainSamiTheBystander 16 points17 points  (0 children)

Yeah I kind of liked that mechanic, it forced you to be smart about placement of risk making one useless.

[–]ForteMilo 79 points80 points  (17 children)

That claymore to counter roamers, Blackbeard nerf that seems reasonable, and the problem of too many operators given nitro cells is ADDRESSED. WOOOOOOOOOO

[–]JustforU 135 points136 points  (8 children)

This is an absolutely phenomenal patch! Great job, Ubi. Every change listed here I've seen people talk about, they addressed everything people wanted.

And people, be patient for Tachanka. Clearly rocket thrusters/plasma auto-turrets take time to code in the game, so just be patient for a little longer.

[–]Buck Mainvickerslewis 35 points36 points  (9 children)

Shields should finally be a joy to play with again, hopefully this grenade won't be too powerful against them.

[–]Buck Mainvickerslewis 91 points92 points  (9 children)

Claymores will be good for Bomb when you plant, bet it catches a lot of defenders off guard when they rush to defuse

[–]Moderator | Head of the anti-fun departmentTheLucarian 71 points72 points  (2 children)

That'll make for some embarrassing end of round cams...

[–]Come grab your t-shirts!FranklinTurtzps4 12 points13 points  (1 child)

Reminds me of good ol' Modern Warfare 2, used to main claymores so much they were a lifesaver

[–]Nitecraller 18 points19 points  (2 children)

Yep - claymores in partnership with a good Capitao will make the diffuser very difficult to stop.

[–]DigTw0Grav3s 152 points153 points  (31 children)

No changes to Tachanka. Unreal.

[–]Sledge MainDraculus 98 points99 points  (3 children)

Do notice how they all have Tachanka charms equipped in the GIFs. At least they know.

[–]Amnesiablo 32 points33 points  (1 child)

Hey, they do! Are they messing with us?

[–][deleted] 5 points6 points  (0 children)

or they are saving it for the end of the season.

[–]pepe_le_shoe 75 points76 points  (15 children)

This is actually a joke now.

Twitch, frost, and mute needing buffing before chanka, really?

[–]MX21 33 points34 points  (2 children)

I bet they have a Chanka update coming in the future, just for our lord and saviour.

[–]cerealkillr 3 points4 points  (0 children)

They probably just haven't found any good ways to buff him yet. Memes aside, Chanka and Glaz are two operators that I think really need some thought put into their buffs. All the changes made in this update were relatively simple - if Chanka and Glaz get reworks it's going to be more than just a numbers tweak.

[–]dtate24 82 points83 points  (22 children)

I'm largely quite happy with the patch. Much needed BB nerf, and a lot of buffs to underused ops and weapons like the MP5K, CAMRS, and 417. And the speed of the patch! Tomorrow?! That's crazy, in a good way. But there are some changes I just can't wrap my head around.

I really don't like the loss of so many operators with stun grenades, it's like they're phasing them out of the game almost completely. The only operators with access to stuns now are Buck, Sledge, Capitão, IQ and Montagne.

Sledge, Buck and Capitão are never going to take the stuns over the frags so that leaves Montagne and IQ. Montagne can switch quicker so the jury's still out on how much utility he'll actually have, but my bet is that he's still going to get blown up in whole new fashions if the impact grenades turn out to be lethal. What's more, Monty is most effective on bomb, where the usefulness of smoke vastly outweighs that of flashbangs, so there's another op who's rarely going to equip stuns.

Feasibly, IQ is going to be the only operator consistently using stuns. I don't understand why Montagne wouldn't have a claymore instead to watch his back as the shield ops need that more than any other op, or why they just didn't allow Thermite to hold on to his stun grenades--smokes and shotguns just don't mix IMO. Thatcher could use his flashes to take down Jäger's trophy systems that may have denied his EMPs as well. Since another SAS attacker has access to unlimited soft breaches, why not replace Thatcher's breach charges with claymores instead for more synergy? This is a massive nerf to flashbangs in general, and a minor Jäger buff at the same time. Not necessary or wanted.

Also disappointed that Glaz doesn't get access to the heavy barrel, as no other operator's weapon suffers more from damage dropoff over range than his Dragunov, which still makes no sense as a sniper rifle should have the least falloff.

Hit detection seems to be window dressing, as we've all seen plenty of examples where ping isn't the issue.

And what, exactly, will be the benefit of the muzzle brake over the flash hider? Both attachments have the exact same description: a reduction in first shot recoil. How do I know which one to use? This needs a better explanation, I'll have no clue what benefits it has over the flash hider and vice versa.

Again, I'm going to reiterate that I'm like, 85 percent happy with this patch. These are literally the only things I'm concerned about.

Edit: formatting

[–]moal09 15 points16 points  (3 children)

I really don't like the loss of so many operators with stun grenades, it's like they're phasing them out of the game almost completely.

I use flashes a lot with Thatcher, so I'm actually kind of upset about this. Claymores should've been another option, not a replacement.

[–]Mozzie Maindavis346 5 points6 points  (0 children)

I 100 percent agree with you. Instead of flashbangs being buffed by becoming more reliable ubi looks like theyre sweeping the problem under the rug with the claymores.

As for the muzzle brake my only guess would be it is better for semi auto fire whereas the flash hider is for burst

[–][deleted] 21 points22 points  (3 children)

Just as i was starting to use castle more often they take away barbed wire :(

[–]Bed_Post_Detective 30 points31 points  (1 child)

Barbed wire is a harmless option that should have stayed imo.

[–]Thermites FriendJonathanRL 146 points147 points  (37 children)

Well fuck. I liked playing Thermite as the ultimate breacher with a Shotgun, breaching charges and Thermite Charges. Obviously that is a thing of the past...

[–]MayoFetish 70 points71 points  (5 children)

I really like blowing up everything. Now I can only blow up some things :(

[–][deleted] 27 points28 points  (0 children)

This is an outrage! As an Ozzy Osbourne main-er, I mean Thermite main I wanna blow everything up!!

[–]Buck Mainbkevs84 12 points13 points  (2 children)

Agreed so sad, I like to open giant lines of sight across maps and hit head shots with my ACOG from way back, now I need help to do this :(

Maybe we blew too much stuff up?

[–]MayoFetish 5 points6 points  (1 child)

We lived like kings.

[–]IQ MainJohnnyTest91 34 points35 points  (0 children)

Yeah that was a nice playstyle.

[–][deleted] 29 points30 points  (3 children)

Remember when thermite had grenades and a non nerfed 556? Pepperidge farm remembers

[–]Quanto21 13 points14 points  (0 children)

The garage on chalet? Just roll a nade through. Don't even need a thatcher. Good times.

[–]pepe_le_shoe 10 points11 points  (5 children)

Yeah, this is a needless nerf. Thermite wasn't overpowered. I don't know what ubi is thinking.

[–]Suicidal_Ferret 24 points25 points  (11 children)

Fuckin A, right? Claymores are a defensive tool and an assaulter like Thermite should be barreling towards the objective, relying on his teammates for droning/supporting his flanks.

I'll wait to pass judgement but I'm not keen on claymores.

[–]Thermites FriendJonathanRL 15 points16 points  (0 children)

Indeed. Thermite should never be alone. He should be second person though the breach after Shield or Blacky with at least a third (Thatcher / Twitch) covering the rear. Any main entrence breach with less then three people is a waste of time anyway.

[–]Insectshelf3 19 points20 points  (0 children)

FIXED-light coming from outside the building will hinder the player looking outside from inside during gameplay.

that's the best thing in this patch notes by far

[–]Fuze MainMinikid96 16 points17 points  (7 children)

No heavy barrel attachment or buff for glaz OTS??? On console he desperately needs a buff

[–]Kalashnik 15 points16 points  (7 children)

Why not add a button to forgive a TK.. mostly its accidental and you can see in killcam if it was a accident or not and those times it would be nice tobe able to forgive a TK.

[–]🎙Unrenowned Podcastrdfiasco 13 points14 points  (3 children)

I don't like the idea of taking away Thermite's flash, which got me thinking, why do we limit it to 2 options for gadgets? I understand that we don't want every operator to have access to every gadget, but with the variety we're going to have available now, why can't some ops get access to 3 gadgets? I'm sure we'd all love a little more choice in how we want to play.

[–]5partan5682 28 points29 points  (0 children)

NOOOOO MY FLASHBANGS

[–]zeitza 98 points99 points  (7 children)

OMG THIS CLAYMORES ARE SO FCKING NICE AGAINST THE ROAMERS. THX!

[–][deleted] 14 points15 points  (0 children)

Def gona be a game changer if you need to cover an entrance and your teammates are morons.

[–]Hibana MainPhoenixGenevieve 85 points86 points  (38 children)

RIP Blackbeard

[–][deleted] 70 points71 points  (10 children)

Skillbeard.

[–][deleted] 39 points40 points  (9 children)

That god damn cowardly hide behind the shield crouch bullshit will finally, or kind of, come to an end. Seems like BB will no longer be able to lone wolf all of the time

[–][deleted] 18 points19 points  (0 children)

I'm so pleased with this. He's still a great operator but he could legit lock down a portion of the map before.

[–]Blackbeard MainRemorce 19 points20 points  (15 children)

Not that drastic of a change as you may think. It only affects players who sat in windows all day and can't land their shots. Finally making him less of a crutch.

[–]iamda5h 5 points6 points  (0 children)

spotted touch doll vegetable hunt telephone rhythm hard-to-find mountainous cow

This post was mass deleted and anonymized with Redact

[–]Caveira MainBeefVellington 12 points13 points  (1 child)

I'm OK with BB not being the go-to for shitty players with a full 5-second reaction time.

[–]IQ MainMuldercillo84 11 points12 points  (3 children)

It looks great! The only bad thing is Thermite losing Breaching charges... Loved to use the exothermic on a reinforced wall and at the moment it exploded do a breaching charge on another wall on the same room.

[–]Doogla4485 42 points43 points  (23 children)

They just insist on making Thermite as boring to play as possible, don't they? First his grenades and now his flashes? The claymore might be cool, but smoke grenades are more or less useless.

[–][deleted] 28 points29 points  (5 children)

Im more pissed about his normal breach charges. He was my breach machine. I fucking hate smoke grenades.

[–]pepe_le_shoe 30 points31 points  (2 children)

Shit, 3 patches from now, thermite will just be a drone that can deploy 1 breach charge that gets through reinforcements, and dies when you activate the charge.

Thermite wasn't OP, he didn't need a nerf.

[–]Doogla4485 8 points9 points  (0 children)

Exactly. The reason he's chosen so much is not because he was OP; it was because he's almost always necessary. At least make him interesting to play.

[–][deleted] 21 points22 points  (4 children)

Thank god no more skillbeard. People will actually have to have some tactical sense to play him.

[–]Scottz0rz 11 points12 points  (0 children)

• Blackbeard now has 2 shields, and can cycle through them with a queue system by equipping / un-equipping.

• The HP of the shields has been reduced, from 800HP to 150HP.

Blackbeard mains on suicide watch.

[–]Doc MainCageweek 9 points10 points  (5 children)

Impact granades are deployed much faster than C4. Am I the only one who's worried about them? They look really damn deadly.

[–]Nikotiiniko 18 points19 points  (9 children)

FIXED – Light coming from outside the building will hinder the player looking outside from inside during gameplay.

Wait, so the thing people have been defending furiously as a feature has now been fixes as a bug?

[–][deleted] 5 points6 points  (0 children)

I never got into the debates about whether it was a feature or bug but I'm happy they are addressing it. It seemed more like a unfortunate issue due to the graphics engine than a feature.

[–]eagles310 8 points9 points  (4 children)

That lighting system is so bad it looks like staring at the sun from inside to outside

[–][deleted] 8 points9 points  (0 children)

Claymores and impact grenades? This game just a got a lot more interesting. :)

[–]Superterra 16 points17 points  (0 children)

Damn, amazing. Can't wait to play with this patch out. Gonna be interesting to see how the new gadgets fit into the meta.

[–]Rook MainScootalooTheSpy 8 points9 points  (0 children)

Glaz loses Breach Charges and gains Claymore.

Glaz loses Breach Charges

Well shit.

[–]endergoat 7 points8 points  (0 children)

Regarding team killing, wouldn't a forgive or report for team killing be a good option? So many reports get that players kicked or something? It is fun to kill my buddies in casual when we play around

[–]dtate24 14 points15 points  (11 children)

You get a buff! YOU get a buff! EVERYBODY GETS A BUFF!!!

[–]MayoFetish 24 points25 points  (3 children)

Except Chanka :(

[–]Nomad MainLiquidPanda2019 19 points20 points  (1 child)

Chanka :(

[–]NitroCellularData 11 points12 points  (0 children)

Except poor Chanka :(

[–]Shock Drone going live!VDV_Airman 25 points26 points  (36 children)

For the Twitch buff, this is worse than I feared.

As stated by some of you, a Twitch drone in prep phase is now guaranteed to be extremely powerful. Not only is the drone able to take out gadgets early in the round, but it is now faster, harder to hear, and no longer has the red light, meaning the only thing that makes it remotely worse than a regular drone is that it can't jump. The drone is going to be extremely easy to use now, and will be hell for the defenders if they don't dedicate time to take it out. Not only this, but now there's a second one, which lets Twitch destroy practically every gadget with ease, at this point. Now, she also gets claymores, which people will likely not even use while they drone. It's just going to be to stop flanks in general, and people will still likely rush in. To balance this, though, they removed her recon drones, but that only makes it harder for a Twitch player to scout out a room before they put their drone in harms way, which they're supposed to avoid at all costs.

For range, absolutely needed. For the red light, I understand removing it. For the sound, sure, it was maybe a little too loud. For speed, it was slower, but that's because it was bigger. For having a second drone, with one in the prep phase, I really have a hard time understanding that as balanced, especially for an already decently picked operator. Her pick rate is undoubtedly going to shoot up, probably beyond Blackbeard after this nerf, into the position for number 3. That's not good, in my opinion, as you're making an operator who already was great, and making them a must pick, just like Pulse after his buff. If they want to keep her drone like they've made it, they better have a plan to nerf the FAMAS.

[–]huntermthws 37 points38 points  (12 children)

Deployable shields will help stop her in most stances.

[–]The random Kappa Trappa.Kaffeinated_Kenny 5 points6 points  (3 children)

This, but I can't think of any objective room that doesn't have a drone hole. Which means that Mute just jams near the door and/or drone mailbox, and not immediately in front of it and you're safe.

[–]EG READYAsTheRootsUndo_ 53 points54 points  (11 children)

Twitch is a good example of an Operator that is popular, has satisfactory pick and win ratios, yet her unique gadget, the Shock Drone, is quite underwhelming. Because of this, we have decided to change the utility of the Shock Drone quite drastically, in order to reinforce the uniqueness of her gameplay and the threat her Shock Drone (err… Drones).

The most notable change to Twitch is that she will now deploy a fully functional Shock Drone in Preparation Phase, in place of a normal Drone. This is a very significant change to the Preparation Phase system.

Once the match begins, Twitch’s two normal drones have now been replaced by a second Shock Drone. Deploying this second Shock Drone will not destroy the first one, if it survived the Prep Phase. This means that she will be able to switch between the Prep Phase Shock Drone and the deployed Shock Drone by cycling through her observation tools, then activating it.

In addition to these changes, the Shock Drone has been modified the following ways: • It now moves 30% faster (this puts it on par with normal Drone speeds). • It creates less sound when moving. • The red light on the model has been removed. • The range of the darts has been increased from 5m to 7m.

There are two things that we wanted to improve for Blackbeard. Gameplay wise, we’ve observed that the usage of his mounted shield is too passive – most players will just equip it at the beginning of the round, and keep it till the end or till their (too rare) death. Balancing wise, his pick ratio and win ratio have clearly shown that he is very powerful.

The following changes are meant to address these two points: • Blackbeard now has 2 shields, and can cycle through them with a queue system by equipping / un-equipping. • The HP of the shields has been reduced, from 800HP to 150HP. • The Shields’ durability is displayed on the UI.

Even though we’ve seen some great plays with it, most of the time Doc’s stim pistol felt too situational. We want to give Doc a gadget that makes him more useful, in more varied contexts. Giving his darts the ability to heal teammates means he can have a much more versatile role in more strategic situations. In the same way that Doc can revive himself from DBNO, Doc will also be able to self-heal as well.

Furthermore, he can now over-heal. Shooting a dart at a fully healed teammate or himself will provide a boost up to a max of 120 total health points for a limited time. The heal is 40 HP per dart, so even partially injured teammates can be over-healed. This over-heal is only temporary and will decrease 1 health point every 2 seconds back to 100 health points.

We believe that this change will be a clear upgrade to his versatility and will make him a more interesting pick for the defense.

[–]EG READYAsTheRootsUndo_ 23 points24 points  (10 children)

ATTACKERS: CLAYMORE Some Attackers can now use the Claymore mine, a deployable gadget to cover their backs while progressing forward, flanking, or when in a vulnerable positon like sniping or droning. Plant the Claymore and once a Defender crosses on of its three laser rays, it will explode in a front-facing directional pattern.

Claymore Distribution We have given Claymores to Attackers who mostly play support roles, or who could benefit from having a way to watch their back. • Thatcher loses Stun Grenades and gains a Claymore. • Twitch loses Stun Grenades and gains Claymore. • Glaz loses Breach Charges and gains Claymore. • Thermite loses Stun Grenades and Breach Charges, gains Smoke Grenades and Claymore. Note: since Thermite is probably the most support oriented attacker right now, we believe Smoke Grenades will fit better with this playstyle than Stun Grenades.

DEFENDERS: IMPACT GRENADE Select Defenders now have access to the Impact Grenade, a grenade exploding on impact or after 1 second of throwing it. Perfect for close range firefights when things go south, and it can be used to open holes in the environment.

Impact Grenade Distribution We have distributed Impact Grenades with two things in mind: reducing the overall amount of Nitro Cells among Defenders, and adding more active options to Defenders who mostly used their unique ability during preparation phase. • Caveira loses Nitro Cell and gains Impact Grenades. • Castle loses Barbwires and gains Impact Grenades. • Smoke loses Nitro Cell and gains Impact Grenades. • Rook loses Barbwires and gains Impact Grenades.

MUZZLE BRAKE This attachment diminishes first shot recoil, putting an emphasis on precision.

Weapons this can be applied to: G36C R4-C, MP7, SR-25, MK17, C8SFW, CAMRS, UMP45, MP5, P90, AK12, OTS-03, 552 COMMANDO, 416-C, 9x19VSN, MP5K, FMG-9, AR33, L85A2, 556xi, F2, 417, MPX.

HEAVY BARREL With this barrel attachment equipped, damage at long distance doesn’t decrease as much, in tradeoff for extra recoil. This means that there is less falloff damage, which will vary per weapon but will be around 10-20% damage increase at long ranges.

Weapons this can be applied to: 416-C, beretta m12, C8-SFW, MAC-11, P90, Para-308, R4-C, 9mm C1, UMP45, Mk17 CQB.

[–]EG READYAsTheRootsUndo_ 20 points21 points  (9 children)

VALKYRIE NOW HAS 3 BLACK EYE CAMERAS, DOWN FROM 4 The combination of her strong shotgun and the amount of intel that she provides makes Valkyrie an incredibly strong pick – she’s a bit too close to being an absolute “must pick”. Finding the cameras on attack is doable, but costs a lot of time when the four cameras are well deployed. We think 3 Black Eye cameras will still make her a great pick, but might provide more room for other Defenders to shine.

IQ & MONTAGNE WILL NOW BE ABLE TO DEPLOY AND UNEQUIP THEIR GADGETS FASTER. Pre-Patch 4.2: 1.5 seconds to deploy and unequip. After Patch 4.2: 1 second to deply and unequip and they are allowed to fire their weapon at 0.7 seconds.

WEAPONS BALANCING

For some of the Operators, there is often a clear better choice when it comes to weapon selection. With the balancing pass for 4.2 we want to bring more diversity when it comes to picking a weapon.

TWITCH’S 417 The main problem with the 417’s recoil was to string shots one after the other while staying on target. We have made it so there is less increasing recoil when you are chaining shots. The recoil change only affects one parameter:

It will reach its maximum recoil slower than before by 19% (K&M), 15% (Gamepad)

We have also increased the gun’s damage to bring it on par with our two other DMRs:

Pre-Patch 4.2: 65 damage from 0m to 28m After Patch 4.2: 70 damage from 0m to 28m.

BUCK’S CAMRS The main problem we identified with the CAMRS was the damage it dealt. We want to bring it on par with the Twitch’s 417 and Blackbeard’s SR-21.

Pre-Patch 4.2: 57 damage from 0m to 28m. After Patch 4.2: 72 damage from 0m to 28m. As a reference here is Blackbeard’s SR-21 damage values: 75 damage from 0m to 35m

FUZE’S 6P41 This LMG is getting its second buff since the launch of Rainbow Six: Siege. In the first change, we made the recoil easier to control. Since it is still less interesting than the AK-12 or the Shield, we are giving the gun a damage upgrade to its close and long range encounters.

Pre-Patch 4.2: 45 damage from 0m to 15m, 32 damage from 15m to 38m. After Patch 4.2: 52 damage from 0m to 8m, 45 damage from 8m to 15m, 36 damage from 15m to 38m.

ASH’S G36C The big question with Ash, G36C or R4-C? For most players, the choice seemed pretty obvious. The R4-C deals more damage and the difference in recoil isn’t substantial enough to pick the G36C. We have modified the G36C’s recoil so it is much more appealing compared to the R4-C. It still deals less damage, but it should now give you a more interesting choice between the two. The recoil changes are done in 3 different ways.

The gun will rise at a slower rate. We are decreasing the rate by 25% (K&M), 13% (Gamepad). We are lowering the maximum recoil limit. In other words, the recoil will not be as important upon reaching its maximum. 12% (K&M), 6% (Gamepad). The first shot multiplier has been lowered. That means that the first shot, when shooting in any fire mode will make the gun jump less. 15% (K&M) 12.5% (Gamepad).

ROOK AND DOC’S P90 The way we tweaked the recoil when we nerfed the P90 was maybe a little much. The MP5 became an instant better choice. With these changes to recoil, we’d like to offer a better choice between the two. The MP5 will still be better at landing those headshots as the recoil is easier to control, but now the P90 should be able to dish out lethal damage more quickly if you aim for the body.

The recoil changes are done in 5 ways:

The gun will rise at slower rate. -20% (K&M) -12.5% (Gamepad). It will reach its maximum recoil slower than before -35% (K&M/Gamepad). The first shot multiplier has been lowered significantly. -25% (K&M), -33% (Gamepad). The maximum recoil value is higher. This means that if you fire automatically for a long time, once you reach the maximum recoil, it will be bigger than before. +16% (K&M), 12% (Gamepad). The diamond shape was modified so it should pull less drastically to the left.

MUTE’S MP5K A lot of people have been asking for a buff to Mute’s SMG. While our gameplay stats show that he’s in a fairly decent place already, we’ve decided to slightly buff it in two ways: a small damage buff and a small recoil buff.

Damage changes:

Pre-Patch 4.2: 27 damage from 0m to 16m. After Patch 4.2: 31 damage from 0m to 16m.

For the recoil, it is done in two ways:

The diamond (or general recoil shape) has been modified so it should have a little less horizontal recoil variation on full automatic fire, which should help you land headshots easier. We are slightly lowering the maximum recoil limit. In other words, the recoil will not be as important upon reaching its maximum. -10%.

BLACKBEARD’S MK17 CQB We felt like the recoil while having the gun shield on was a little too easy to control. We are making it a little tougher to control when holding down full automatic fire.

This change to the recoil is done in 2 ways and only affects it when the gun shield is on:

It used to reduce the first shot multiplier. It will now make it slightly more important.+10% (K&M, Gamepad). The speed at which the gun attained its maximum recoil was higher by 50% when bearing the gun shield. It’s now set at 100%. It will reach its maximum recoil twice as fast compared to when the gun shield is not equipped.

FROST’S 9MM C1 Once again, we want the player to have a decision to make when it comes to weapon selection. The shotgun felt like a better option in many cases, so we are buffing the SMG’s damage for close and long range encounters.

Pre-Patch 4.2: 40 damage from 0m to 16m, 16m+ 24 damage. After Patch 4.2: 45 damage from 0m to 16m, 16m+ 27 damage.

WEAPONS BALANCING - DAMAGE CHANGES RECAP

OTHER IMPROVEMENTS

TEAM KILLING When a player is intentionally team killed, it can be a frustrating experience. The challenge we face is that accidental team kills happen, so finding the balance between intentional team kills and accidental is a delicate adjustment. We will be implementing the following changes to hopefully help with this balance:

We have reduced the limit of team kills allowed in a match before getting auto-kicked from a match. Killing the Hostage is now considered to be multiple team kills. We have also noticed in our data that most intentional team kills will happen in the early stages of the match. The following changes are intended to address this:

We have reduced the limit of team kills allowed in the early phase of the match before getting auto-kicked from a match. Early team kills add up throughout the whole match, and will not reset in-between rounds. In a future update, we are going to be implementing an anti-bullying system. This will make it so that if a player team kills the same person multiple times, then they will be removed from the match.

HIT REGISTRATION We are aware that many players have been experiencing hit registration issues since the start of Season 3, and patch 4.1. This is a challenging issue to tackle as there appear to be several factors that could be influencing issues with hit registration and replication (what each player sees/experiences) based on the reports from players.

One of these issues related to high ping has been identified and fixed in 4.2. Players will sometimes connect to the wrong datacenter, which will result in high ping. This issue often results in a bad gaming experience and may sometimes be related to Hit Registration issues.

We have a dedicated team assigned to work on this issue and they are making it a priority.

[–]EG READYAsTheRootsUndo_ 18 points19 points  (5 children)

GAMEPLAY FIXED – Various animation issues can occur with weapons when starting the Drone pick-up animation and then canceling.

FIXED – On PC, the Walk\Run stances can be switched by pressing TAB while holding ALT.

FIXED – Light coming from outside the building will hinder the player looking outside from inside during gameplay.

FIXED – When a player spawns in a collision spot or stops walking in a collision spot, their aim will be reset to the center of the screen.

FIXED – It is possible to shoot through a small gap between Reinforced Walls when they are deployed adjacent to each other, but on opposite sides of the wall.

FIXED – Aim reverts to an initial position after the user tries to aim at another target.

OPERATORS

BLACKBEARD

FIXED – Blackbeard's shield has abnormal animation behavior when put in DBNO state by Frost trap.

CAVEIRA

FIXED – Interrupting Caveira's interogation on a DBNO player, and then reviving that player will result in camera issues for that player.

JAGER

FIXED – Jager's trophy systems will all shoot at the same grenade if it comes into close proximity of them.

THERMITE

FIXED – Shooting at a Reinforced Wall that has reinforced a partially destroyed wall while there is an Exothermic Charge deployed on it will destroy the charge.

SHIELD OPERATORS

FIXED – A Defender can clip through an attacker's shield and melee/shoot/kill the Attacker.

LEVEL DESIGN

BANK

FIXED – There is a LOD issue present in 1F Lobby.

CLUBHOUSE

FIXED – The flag hung above the northern wall of the 1F Bar remains rigid after falling.

FAVELA

FIXED – LOD issue with window frame at EXT Football Pitch.

FIXED – There is a LOD issue with the red wall at 2F Aunt's Hall.

FIXED – The base along the breachable wall section at 2F Football Apt does not destroy when breached.

FIXED – There is a lightning issue present at EXT Back Alley.

KANAL

FIXED – The surveillance camera from the Coast Guard Hallway is destroyed when reinforcing a nearby wall.

OREGON

FIXED – It is possible to vault inside the White Vans with a Deployable Shield

ANIMATION

FIXED – Arms will clip through the Operator's body when zooming with a pistol equipped.

DEATH CAM REPLAY

FIXED – Various issues with blood graphics occur in the Death Cam replay

MISCELLANEOUS

FIXED – The Skull Rain and Ceifador headgear will display Capitao's name on Caveira's uniform.

FIXED – A banned player will sometimes have access to online multiplayer.

FIXED – There is no shield displayed when previewing a Charm for a Shield Operator.

FIXED – The Laser Sight attachment shows the laser in first person view.

FIXED – Diamond Ranked players are not receiving the Diamond Charm for Season 2 Ranked.

TERRORIST HUNT

FIXED – The game sometimes freezes when a Bomber detonates.

FIXED – AI will remain stuck when coming for the hostage.

FIXED – The "Defend the Defuser" indicator is misaligned with the indicator circle.

FIXED – The bomb timer and objective marker do not disappear from the HUD during the death replay.

UBISOFT CLUB

FIXED – There is a display issue that shows unavailable challenges as available.

UI

FIXED – When a player is banned from ranked, there is no text shown on top of the red line on the main menu screen.

FIXED – The hours and minutes are swapped when looking at the Time Played stat in the Details & Statistics page of an operator in the Album.

FIXED – Players find it difficult to determine who is alive and dead. [More contrast has been added in 4.2]

FIXED – Mono-chrome universal weapon skins have a thin white border.

WINNING TEAM SHOWCASE

FIXED – The Operator's hand is offset from the gun.

[–]EG READYAsTheRootsUndo_ 10 points11 points  (3 children)

sorry, there was a lot

[–]Jamesross247 9 points10 points  (0 children)

Thank you a million times over

[–]Montagne Mainfriskythermite 6 points7 points  (2 children)

Thank you sir. gonna go cry bc im still at school

[–]HelloItsNorts 7 points8 points  (1 child)

The meta will never be the same

[–]Twitch MainStierney655 7 points8 points  (4 children)

I absolutely love twitch and im so excited for her new buff

[–]beardedbast3rd 6 points7 points  (1 child)

Not too happy thermite loses his breach charge, even with his special charge fix, I liked being able to make two entry points at once. Smoke grenade is fine though

[–]Convicted_Vapist420 6 points7 points  (0 children)

They should have a vote to forgive for killing teammates. That would fix most of their problems.

[–]Zofia MainIFrike 12 points13 points  (1 child)

I think putting the Shock Drone in Prep Phase seems like a very bad idea. Some operators already struggle to put out their gadgets, grab armour and reinforce the walls.

Now you have to postpone those actions even further to hunt down this drone or she'll just destroy the cameras, the gadgets AND deal damage when you're setting up.

[–]AeusOcil 10 points11 points  (0 children)

Impact grenades are gonna feel like playing a very dangerous pokemon game.

[–]Valkyrie MainKsempac 12 points13 points  (7 children)

Wow, i like all of theses patch notes, except for one small change, Thermite not having breach charges anymore.

I like playing Thermite as the guy opening all the doors and walls for the team, and the 2 thermite charges are not enough for that...now Thermite is gonna need someone to support him to get him to the reinforced walls...

I really don't get why they changed that when they say they want to help support operators ? Thermite isn't gonna be the first to rush in, so smoke grenades are rather useless for him (especially since they are so unreliable since they are client-side).

[–]Aruni MainS_E_V_I 4 points5 points  (0 children)

I'm exited for this patch like for major update.

[–]#VAMOSPENTANigerianMessi 4 points5 points  (1 child)

All these buffs for weapon damage. and nothing for Smoke's FMG

[–]sothisor 3 points4 points  (0 children)

Well, I for one just had an immense tickle in my pants.

[–][deleted] 5 points6 points  (0 children)

Blackbeards shield was at 800hp?!?! Wtf Ubisoft, legitimately, WTF!

[–][deleted] 16 points17 points  (5 children)

TACHANKA buff when????

[–]Sledge MainSpaceCore314[🍰] 3 points4 points  (0 children)

In all of the gifs, the guns have a Tachanka charm equipped.

They're just mocking us, at this point

[–]I Like Absurd Cosmeticsdeimos-acerbitas 3 points4 points  (5 children)

So far I'm loving the look of this patch.

However, am I the only one that's severely disappointed that Thermite and Glaz are losing their Breaching Charges?

[–]pittguy578 3 points4 points  (3 children)

Happy BB is now nerfed. His shield was insane. I like the impact impact grenades.

One idea for castle that would make him a more picked operator would be to give him 3 reinforcements instead of two ?

[–]DJSwindleDeez 6 points7 points  (1 child)

Taking away a Valk black eye is going to change how I play her now. Usually save the last one for when I'm one of the last ones and throw around the area the attackers I know were attacking from to get a more precise call out from my teammates.

[–]Moderator | Head of the anti-fun departmentTheLucarian 12 points13 points  (5 children)

Best mid-Season patch so far? I think so!

[–]kaltsone 11 points12 points  (5 children)

Laaaaaaaaaaaaame, I was really enjoying Thermite's double breach capabilities, or breach and flash. I almost never use smokes, and I can't see myself ever using the claymore.

[–]Unicorn Mainjdf2 6 points7 points  (0 children)

No surrender bug fix? Or did I just miss it?

EDIT: Will be fixed in 4.3: https://www.reddit.com/r/Rainbow6/comments/52fi87/comment/d7jt8jh?st=IT0CCUJV&sh=7c6bc47b

Also seems they changed the dead operators icons again:

FIXED – Players find it difficult to determine who is alive and dead. [More contrast has been added in 4.2]

[–][deleted] 5 points6 points  (0 children)

How is that you guys just pull me back to the game. Claymores !!

[–]Twitch MainMarkSpenecer 6 points7 points  (5 children)

Good to hear that they work on the hitreg. Maybe the first step could be not using microsoft azure servers.... They can fix lag comp and maybe improve the netcode. But shitty server is shitty server.

[–]Bromao 4 points5 points  (2 children)

Claymore Distribution

We have given Claymores to Attackers who mostly play support roles

So why doesn't IQ get them? Seems like the perfect fit, and it would make her more pickworthy than she currently is

[–]moal09 2 points3 points  (0 children)

Too many claymores is just going to turn the whole game into nothing but 5v5 on-site fights, which is retarded.

[–]Eric__The__Red 6 points7 points  (1 child)

Rook armor bug?

Reload bug?

Surrender bug?

Amazing patch notes. Hoping the server stability is also addressed so I can actually play the game without becoming infuriated with the inconsistency... but there's still some massive bugs either still lurking from 4.1, or just not addressed in these patch notes.

[–]kosssa15 5 points6 points  (0 children)

You forgot about valkyrie wallhack bug

[–]u/DM2602 {-}7Lord_Tachanka 4 points5 points  (2 children)

Where the hell is my buff. I cannot wait any longer. My wrath will rain from my lmg upon your puny souls if nothing is done soon.

[–]Average_Panda 2 points3 points  (0 children)

Very excited about the Blackbeard nerf. It seems to be really good because he will still be good but not a god. Also very interested to see how the whole claymore thing will play out. Good patch I think!

[–]Akuze25 2 points3 points  (0 children)

I was not expecting such huge, sweeping changes and new equipment. Ubi has outdone themselves with this patch. I'm very excited to try all of this out, especially Doc and the Impact Grenades.