What's up guys, Rogue-9 here and in today's video I want to talk about some of the upcoming
changes to Rainbow Six Siege with patch Y3S4.1.
These changes were very briefly up on the test servers and I captured some comparison
footage to demonstrate exactly how these changes will affect gameplay once they go into the
live build of the game.
The most important gameplay changes I will be showing off are the .44 Mag Semi-Auto pistol
nerfs and the adjustment to Valkyries cam throwing ability, plus there were also notes
on recoil changes for a whole selection of guns.
Let's go take a closer look!
Ok, let's get the simple topic out of the way first.
In the original TS patch notes, the developers told us that there would be recoil changes
to Ela's Scorpion, Mira's Vector, Alibi's Mx4 Storm, Valkyrie's MPX and Thatcher's AR33.
After Wind Bastion went live quite a number of fans (including me) wrote to Ubisoft to
provide feedback and ask questions about thenew recoil for these weapons.
In fact, here I am in one of my Twitch streams, using the Scorpion for the first time after the patch.
I was completely floored by how controllable the gun was all of a sudden and so I fed this
back to Ubisoft and asked if there had been any other changes to gun recoil because I
really wanted to cover these changes in a video.
And as the patch notes tell us, I was not the only one who noticed these changes but
apparently there was some confusion here.
Ubisoft followed up these fan reports with an internal investigation which actually found
that there was no change in the recoils but this was then miscommunicated and we somehow
ended up with patch notes that falsely DID list changes for these guns on the TS but
this was then later updated with the final statement we have now…
Confusion all around it seems but long story short, there was never intended to be any
change to the recoil of these guns for Operation Wind Bastion and there was certainly no difference
between the current live build and the Test Server build, I made sure to double check.
If any changes did sneak in at the beginning of Wind Bastion, they were bugs rather than
intentional updates and they have already been ironed out at this stage.
So that's that and more importantly let's now look into the proposed changes to Nomad
and Kaid's .44 Mag Semi-Auto pistol.
If you're enjoying this mini DMR right now, use it while you can because very soon, it
will be nothing but a long lost memory of the past.
Just like the SMG-11 pocket sniper build and Jäger's 416 with ACOG… gone but never forgotten.
As I have demonstrated in several of my last few videos, the .44 Mag is currently an insanely
powerful, high fire rate, relatively controllable gun with a sight that shares the same magnification
as the ACOG but with less obstruction to the player's view.
In short, it is probably the outright best semi-auto gun in the game and in all fairness,
as fun as it can be to have a stupid gun like this in the game, it is simply OP and needs this nerf.
Two things are planned as of now: firstly, damage will go from 74/62 to 54/48.
So those are the maximum and minimum damage numbers up until 12m and from 22m and onwards
with a linear drop-off in between.
In practice, this changes the .44 Mag from a 2 body shot gun against all three types
of armour at pretty much all ranges into mostly a 3 body shot weapon.
With the upcoming patch, only level 1 armour operators can be taken down in 2 shots at
distances up to around 18m and once Rook plates come into play, you might even need 4 or even
5 hits, depending on the opponent's armour level.
So number one, much less power and in addition to that, the gun is also getting another recoil nerf.
Here is a side by side comparison of the current live build and the test server and you can
see that controlling the .44 Mag is about to get just that extra bit harder in the near future.
My personal opinion on these changes is that they are probably for the best.
The .44 Mag launched as an unbelievably powerful weapon and these changes will hopefully bring
it down to a level where players can still get some good use out of the unique optic
of the gun, without this SIDEARM actually being the better choice compared to most primary weapons.
And finally, let's compare Valkyrie's camera throwing abilities.
The mechanics for almost all throwables were changed at the beginning of Operation Wind
Bastion and for most operators, the minor buff to throwing distance didn't really
make a huge difference.
Valkyrie though is a different story and it didn't take long before some outrageous
screenshots started to circulate on Twitter showing valk cam images that basically looked
as if they were taken from a geostationary satellite.
This was an unintentional over-buff which is now being rolled back to a certain degree.
As you can see in the background footage, the current live build will allow Valkyrie
to throw her cameras up to 27m away on a horizontal surface.
This also goes for any other throwable except for C4, so Gu mines, hand grenades, impact
grenades, smoke canisters, drones… you name it; all of them have the same throwing arc.
And while all of the other gadgets will keep this new arc, Valk cameras will be harder
to throw after the patch, resulting in a max distance of around 17m on even ground.
What do I think of this?
Well first up, I feel that buffing Valkyrie like this was an oversight.
The decision was made to make throwing easier and the consequences for Valk cams were simply
not taken into account.
So first of all, I fully believe that this nerf is justified and needed.
It would be absolutely insane to allow Valkyrie to stay this powerful.
On the other hand though, I also have a bit of a concern.
Changing Valk to have her very own throwing mechanics is going to make things more complicated again.
The fact that all light throwables will behave in the same way but Valk cams won't will
make it more difficult for occasional Valk players to judge her throws.
Sure if you main Valk, you will simply get used to the arc and you will know what you're
doing but anyone else will probably find it confusing.
Maybe a better option would be to nerf the throwing arc for all objects and to thereby keep it consistent.
Sure it would be a shame to nerf all operators because one is OP but I almost think that
the benefit of having a unified, consistent throwing arc outweighs the downside of reduced
throwing distance for all operators.
My vote would be to keep things consistent but that's just my opinion.
What would you prefer: consistent arc for all operators or just a nerf for Valk?
Leave your comments below; I would be really interested to see what the community thinks!
And those are pretty much all of the important proposed changes that are due to be released
with the first update patch of Operation Wind Bastion.
The notes also mention a change to IQ's gadget and how it interacts with the recoil
of her pistol but if we look at a side by side comparison of how the screen behaves,
we can see that there isn't really a difference at all.
My guess would be that the change already went in with the initial Wind Bastion launch
but was missed off the patch notes and so added here for completeness sake.
The main thing I guess is that the recoil bug that affected IQ's screen during Operation
Grim Sky has been fixed.
Hurrah!
But that really is it for that changes planned for the next patch!
As always, I trust that this info is useful for you; I hope you enjoyed that video and
I will see you in the next episode!
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