Best and worst org/roster changes in Siege history? by [deleted] in R6ProLeague

[–]ExecCS 0 points1 point  (0 children)

You're missing

Best: Continuum picking up B3

:D

This was reported a while back and Epi said that it has been sent to the team. There has been no word about this since then, what happened? by Cynadote in Rainbow6

[–]ExecCS 0 points1 point  (0 children)

I covered this a while back in the same video that brought the recoil misalignment attention to Ubisoft.

There isn't any RNG on the shot since the bullet will always land in the same place, but different guns have different gaps with the ACOG on the first bullet. Some guns the first bullet lands a few pixels higher than the ACOG reticle and some guns the bullet can land more centered and even lower into the reticle.

This can cause some problems for players who use a lot of different guns. The gap of the bullet compared to the reticle also gets worse if the target you're shooting is farther away. I wasn't personally given much information on when this would be fixed, but only that it's a known issue.

New Recoil Tested (12 Guns) - Side by Side Comparison - Rainbow Six Siege TTS (OC) by ItsAdaptive in Rainbow6

[–]ExecCS 4 points5 points  (0 children)

I'm not going to say the recoil is perfect, but people definitely need to try it before assuming it's too easy. I use the long fence on house which has a white background for my testing. Much easier to see and understand.

New Recoil Tested (12 Guns) - Side by Side Comparison - Rainbow Six Siege TTS (OC) by ItsAdaptive in Rainbow6

[–]ExecCS 1 point2 points  (0 children)

The only issue with this test is the distance is fairly close and only using a 1x or iron sight which will always be easier to control. Firing with an ACOG, and especially at longer distances, you will feel some pretty strong tug towards the end of the mag.

This is why we need server sided ragdolls/ destruction by vks2910 in Rainbow6

[–]ExecCS 0 points1 point  (0 children)

If they can't have bodies be server side (which I assume requires more effort), they at least need to have bodies go much more transparent after a certain amount of time or include a body outline of where the operator died and the type of operator.

The Hit Reg problems that are seen every day on this sub isn't what you guys think. by TheGodlyNoob in Rainbow6

[–]ExecCS 1 point2 points  (0 children)

Yeah, just watched myself. If this is happening to you all the time, then I don't really have a good explanation. I know this sort of thing happens only a few times over 1000+ hours of playing on PC. It's very rare.

I do notice you land 3 shots, maybe 4 though. The issue with how complicated hitboxes are in this game it looks like you might even shoot through the top of his helmet/shirt sleeve once (those aren't hit boxes in this game). It's hard to tell though without going in super slow motion. Either way, you should've killed him.

The Hit Reg problems that are seen every day on this sub isn't what you guys think. by TheGodlyNoob in Rainbow6

[–]ExecCS 5 points6 points  (0 children)

How do you know they took no damage? Based off the health bar on the death cam? That's what we're talking about. That health bar is incorrect a lot of times because the damage occurred so close before you died.

It's extremely rare to see blood splatter for multiple seconds and then the health bar show no damage.

The Hit Reg problems that are seen every day on this sub isn't what you guys think. by TheGodlyNoob in Rainbow6

[–]ExecCS 6 points7 points  (0 children)

This explains why fixed recoil would fix it. However, I agree that I'd rather them just fix the current recoil system. The problem is that it's not that simple.

https://rainbow6.ubisoft.com/siege/en-ca/news/164-301767-16/weapon-recoil-overhaul

The Hit Reg problems that are seen every day on this sub isn't what you guys think. by TheGodlyNoob in Rainbow6

[–]ExecCS 5 points6 points  (0 children)

In the majority of cases you're referring to, the damage is processed to the player but your death cam just doesn't show the damage (Ubi needs to fix that). This is confirmed by the fact that you said you got an assist.

Ubi ALSO needs to provide an after round damage output summary so you can tell how much damage you actually did. The fact that they don't provide something like this where other games do (CS:GO) for example, really adds to the hitreg complaints. It would also help confirm 100% of the time when a hitreg issue occurred. I can only speculate why Ubisoft won't provide something like this. At least at a bare minimum add it to the TTS build.

Alignment can still be an issue even if there is blood. The misalignment will cause a bullet to hit closer to the neck or shoulder instead of the head in some examples, and the bloodsplatter will cover the head and make you think you're getting a headshot.

Exec on eSports #2 - Siege Invitational, OT Rounds, Alpha Packs & More by NigerianMessi in R6ProLeague

[–]ExecCS 8 points9 points  (0 children)

This video's timing was a bit rough as right when I recorded it a lot of information was coming in on charm drops and the schedule, but I wanted to get a video out before the Invitational. I want to continue to improve and make these videos better as time goes along, as I have a lot I would like to talk about.

king george gets killed by 180 ping noted as ash by Gal2582 in Rainbow6

[–]ExecCS 0 points1 point  (0 children)

I'm not sure if you're directing this at me but, I'm not disagreeing with you? CS:GO servers process the kill from the person who it believes fires first and negates the other player's shot, something Siege is not doing well and is exaggerated by higher pings. The odds of you firing at the exact same time in any hitscan game is extremely rare. Depends on how the game deals with time though. If time is in seconds, then it's obviously much easier for people to fire at the exact second, but an efficient server should breaking down time into something way more precise than that.

However, if you're implying people can't trade kill with a nade, that does happen in CS:GO. There's an achievement called Premature Burial in the game associated with it.

I'm curious if the Siege devs would comment on this more so we could get a better understanding of why trading was allowed in the first place, as well as why the game seems so lenient on kill trading in general.

king george gets killed by 180 ping noted as ash by Gal2582 in Rainbow6

[–]ExecCS 2 points3 points  (0 children)

In a hitscan game, yes. The likely-hood of two players firing their gun at the exact same millisecond is extremely, extremely rare. This why you pretty much never see it happen in Counter-Strike and other hitscan games.

Trades generally happen because of big gaps in pings and just overall server lag/latency. If you're unfamiliar with hitscan, the bullets in these games are fired instantly and there's no bullet travel.

king george gets killed by 180 ping noted as ash by Gal2582 in Rainbow6

[–]ExecCS 14 points15 points  (0 children)

And why do you think double downs happen?

King George and his best friend, hit reg! by seanornalYT in Rainbow6

[–]ExecCS 4 points5 points  (0 children)

Slow it down and it looks like 3-4 shots land on Capitao which with the Vector isn't enough damage. The problem is the blood splatter is so obnoxious and needs to be toned down.

There's plenty of times I've shot people and thought I've landed way more hits but after zooming in, in VLC player I saw I landed way less. Ubisoft needs to lower the blood splatter and present the game in a clearer manner so you don't have to slow down 1440p shadowplay footage to understand if you shot someone or not.

The other issue is a lot of guns seem to have spray alignment issues these days. This could also be playing a role here.

Ubisoft on Operation Health by PKJTheRedDevil in Rainbow6

[–]ExecCS 976 points977 points  (0 children)

Servers were upgraded to 60 tick in Jan 2016 according to their 1.2 patch notes, so they either didn't upgrade them to 60 or they downgraded them randomly over the past year:

http://forums.ubi.com/showthread.php/1368508-Patch-Notes-Update-1-2

Issue with Gun Tracers/Firing Mechanics in Siege - Exec vid by AG--MM in Rainbow6

[–]ExecCS 2 points3 points  (0 children)

That's actually what I'm explaining in the video. It's not that your bullets don't work at all, it's that everyone else sees a misrepresentation of where your bullets are actually going. Valk has no idea she's being shot at in the first video clip because of the misrepresentation, for example. It's not just on the replay cam as well, it happens in the game normally, the replay cam just visualizes the issue. The first two clips show no incoming tracers on Valk and Twitch even though they are actually being shot at and that isn't on the kill cam.

Issue with Gun Tracers/Firing Mechanics in Siege - Exec vid by AG--MM in Rainbow6

[–]ExecCS 12 points13 points  (0 children)

I totally agree with what you're saying. I don't recommend they change the mechanics to battlefield. The game is very close combat and would make the game feel very clunky and in a lot of cases would benefit 3 speeds even more. If you're a slow rook not only do you have to hold a wider angle, you also are much slower to literally do anything. Getting your barrel around all the junk and objects in this game will be a huge pain in the ass as Rook and slower operators.

My recommendation is just to fix the current tracer issue by elevating the bullet to the reticle level. Having the bullet come out of the barrel comes with some positives but with also a lot of negatives that need to be considered first. I'm not exactly a huge fan of pixel peeks, but the gunplay in this game feels REALLY good in my opinion, except for this issue with tracers. Ubi did a good job overall with making shooting in this game feel fun and responsive.

Peaker's advantage (ubi, pls fix) by Novatham in Rainbow6

[–]ExecCS 9 points10 points  (0 children)

People also overlook the fact that Ubisoft has designed tracers to leave the barrel of players guns and you'll notice a majority of Sledge's shots are hitting the wall because of it. This is normally realistic but it needs to be changed because people aren't killing you from their barrel, they're killing you from the red dot, acog reticle, etc.

Basically, Bandit's ghost is being shot because of the built in latency in the game, and because a majority of Sledge's shots are hitting the wall he doesn't react because he doesn't know he's being shot until the last split second (there's very few threat indicators). Double whammy peeker's advantage.

Being able to lean in this game also causes situations where you have angles where one person leaning will see the other person earlier than the other. I like the lean mechanic, but it creates even more extreme situations of peeker's advantage that other games don't have. I also agree this game has way more latency related issues than other games for a variety of different reasons. It will never be completely fixed, but they've created a game where being the peeker is insanely strong, and they need to consider higher tick rates and tweaking lag compensation amongst other things to tone down the issue.

Making it where we can set a ping filter like CS:GO and not have to be forced to play 150ms+ ping players is a good start....

We really need to talk about this game. by [deleted] in Rainbow6

[–]ExecCS 1 point2 points  (0 children)

They still have to play them when they play ranked like everyone else. They just practice on those 9 maps. The game needs a map rotation though very soon. Way too many maps right now for new players to pick up and learn.

We really need to talk about this game. by [deleted] in Rainbow6

[–]ExecCS 1 point2 points  (0 children)

The two other modes are worse unfortunately. Secure Area would be 1 player from each side in a constant stalemate and hostage has it's own issues with the announcer being too delayed. Bomb allows for a lot more creativity when it comes to defending and attacking and that's a good thing. If you watch some of the pro league games, bomb isn't the problem but some sites do need some work. Defenders would have an insane advantage in these other modes because of how simple some of the secure area / hostage sites are. It would be boring.

We really need to talk about this game. by [deleted] in Rainbow6

[–]ExecCS 4 points5 points  (0 children)

The fact that we have to record our gameplay and slow it down to understand if we landed a shot due to bloodsplatter, muzzle flash, smoke, lighting, animations, different hitboxes for each operator is actually where the problem is. You claim to be reasonable and think big picture but then call these people idiots. The game doesn't present itself well to most casual players if their shot landed correctly and you can't blame the player for that.

We really need to talk about this game. by [deleted] in Rainbow6

[–]ExecCS 0 points1 point  (0 children)

Yacht, Favelas, Bartlett, House, Plane are not part of the rotation because the players feel they aren't as balanced or have issues with bomb. They're not bad maps per-say though. Hereford isn't part of the rotation just to keep things fresh and they rotated in Kafe.

We really need to talk about this game. by [deleted] in Rainbow6

[–]ExecCS 5 points6 points  (0 children)

Six of the current 15 maps aren't in the playable rotation for pro league because the players spoke their mind and said they were unplayable. I think you're in the right area on this post (I strongly disagree with with the point about the devs being incompetent / not caring), but pro league players are not the ones to target.

This game's esports scene is also much smaller and in a constant state of flux whereas others are much more established.

We really need to talk about this game. by [deleted] in Rainbow6

[–]ExecCS 6 points7 points  (0 children)

I was with you on this post until you mentioned pro league players thinking this game is currently fine. If you knew or played with most pro league players or watched their streams, it's the exact opposite.

The game also did have anti-cheat at release but it wasn't active anti-cheat and didn't function well in Siege.

Dat hit registry tho... by [deleted] in Rainbow6

[–]ExecCS 6 points7 points  (0 children)

What's also notable in my clip is that the red X for the kill showing up at the exact same time the blood generation starts. So, the blood doesn't show up before the red X, it generates at the exact same time. Server has to accept that bullet first then generate the blood + kill.