#we didn't know how the revive mechanic worked until now so that's fun!
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mothram 9 months ago
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bristolpusher-blog 6 years ago
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Rainbow Six: Siege and why I love it.
History of Siege:
Rainbow Six: Siege is a tactical FPS game developed and published by Ubisoft (more specifically Ubisoft Montreal) during December 1st. The game is currently approaching the end of its third year and has reached around 35,000,000 (35 million) players, but it didn't start this way.
Siege's official gameplay trailer was shown at E3 is vastly different to the game upon release. The game trailer shows tactical and long rounds requiring large amounts of communication with little room for error, stunning graphics and interactive animation between the hostage and other players. No operators were shown indicating that originaly everyone would be the games current operator "Recruit" but with their own special loadout and no abilities with customisation likely being very limited.
The trailer ends with a standoff between a defender and an attacker firing shots with no answer to who won the round (probably to show that both sides are infact balanced and have equal chance of winning). You could even take a helicopter landing onto the roof which is badass (And probably would've saved us from the spawn peak craze, but more on that later) but alas the game changed vastly at some point during production.
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(I can't really talk about the beta as not only do I think it's not really important to understanding the history of siege as it played almost identically to day one release but I also have never played the beta version of Siege, However I will link a video to a closed Alpha gameplay video)
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1st of December 2015: Rainbow Six: Siege is released to the world with 20 operators (and everyone's favourite: Recruit of course) these included: SAS: Thatcher, Sledge, Smoke, Mute. FBI: Ash, Thermite, Castle, Pulse. GIGN: Montange, Twitch, Rook, Doc Spetsnaz: Fuze, Glaz, Tachanka, Kapkan GSG9: IQ, Blitz, Jager, Bandit
Giving two from each to the attacks and defenders. (Attackers left, Defenders right) Your starting team depended on your colour. Orange was Defence and Blue was attack with the teams rotating roles each round while maintaining their colour.
But the operators were locked behind walls of money called Renown. Luckily however this didn't effect the game too hard as within literally one match you had your first operator in that division. But the prices rose if you wanted to buy an operator in the same grouping. So if I bought SAS Thatcher all SAS ops would be more expensive (Unless using R6 credits the in game paid currency). My first operator was GIGN Montange a shield operator and my last was GIGN Rook who ironically became my most played defender so I just wish I'd bought him earlier. Each operator has a unique ability which changes the playstyle with limited resources that cannot be reloaded even in the terrorist hunt game mode which gives you ammo boxes.
Here's a link to a video containing all operator guns, and abilities:
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A season pass system was also announced by Ubisoft the first being Operator Black ice giving us two Canadian operators: Frost and Buck and this is what I think makes Siege so unique from other tactical FPS. These operations unlocked cosmetic items, new weapon skins (Most noted is the black ice renowned for being the best skin in the game) here's a list by Ubisoft of all rewards for the pass.
The JTF-2 operators, Frost and Buck, the聽Navy SEALs operators, Valkyrie and Blackbeard, the BOPE operators, Caveira and Capit茫o, and the SAT operators, Echo and Hibana. 600 R6 credits, R6 icon charm, premium pass until December 1st 2016. However these operators were available to everybody if they purchased them with free renown they got from playing matches (Around 150 if you lose and around 300 if you win) these operators cost a large amount but its not impossible as I did it myself to unlock Capitao.
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In July 2017 Alpha packs were introduced. These unlocked through a sort of roulette wheel at the end of a winning game. The pack (if landed on a white bar you built up by playing games) contained cosmetic headgear and weapon skins until this season where Jager received a legendary uniform in Legendary Alpha packs. These packs are blind luck and you never know what they contain until you open them. If you have the season pass the pack percentage gets a 0.30% boost and when losing it goes up by 1.5% and when winning 3%. (Of course not including the additional bonus for season passes) these can be bought for varying amounts if Renown
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These season passes continue until this day with free content such as maps, cosmetics and operators being released. (8 a year) As of writing this Grim Skies (Year 3 Season 3) is ongoing and the game is definitely had a few bumps this season with the introduction of Clash who's nerf patch hasn't been released at the time of writing.
And now the siege history lesson ends and my opinion begins. I LOVE Siege. I play it basically every day and never seem to tire of this. But I don't think that's just because of me being some addicted fan boy. I think that the reason Siege has become so popular and developed such a massive community is because the huge comeback it had. It was originally a huge failure with players leaving in mass. Thousands of videos on youtube pointed out its massive flaws until instead of abandoning it... Ubi started work. Bug fixes, anti cheat, graphics improvement. You name it, if the community asked Ubi delivered and they still do to this day. Even refusing to change Tachanka despite his huge meme status as being terrible simply because fans love him that way even releasing a cosmetic bundle called "Lord Tachanka" a huge fucking meme amoungst the community that the devs love too which just shows how tight knit we are as a game. While they did take a while to do it during the big Hack period they fixed that for fans and announced they would do so even before the big Youtubers jumped in on it.
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Ubi revived Siege. And I can never really express just how thankful I am for that in words. I love this game and I can't wait for the next season or the next game.
Gameplay:
Now it's time to talk about the gameplay Holy shit is this fun. When something goes well and your team just clicks you forget you're playing a game. You're a squad of 5 elite special forces soldiers who's training has lead to an unstoppable wall of fire as your tear through your enemy and it only gets better when the enemy does so too. The rush you feel when a 1v1 comes after a long gun fight is tense and nerve-wracking as you feel your whole team watching you or calling info on cams or drones (More on that later) winning is satisfying and losing is crushing but you still don't want to give up. Because you know that with the right team and the right strats you can wipe the floor with even the best of players.
Games tend to last around 15 minutes in casual with three rounds won being the win and up to 30+ in Ranked. Each round has a drone phase where little black RC drones race around the map looking for the objective while defenders quickly reinforce the room with defences such as metal wall reinforcments, barbed wire, deployable shields, nitro cells (C4 explosive) and your defenders personal gadget. You then have 4 minutes to either complete the objective as Attackers or wipe the enemy team and vice versa as defenders.
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There are currently 18 maps in Siege such as, House, Oregan and Presidential Plane with another map planned next season. My personal favourite is Clubhouse.
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On your gun you can add various attachments such as scopes, grips and compensators. But it's hard for me to talk about that since it's mainly personal preference I almost always use Reflex but most like the Acog scope. Here's a list of what attachments you should put on guns according to Varsity Gaming who you should check out for tips and info on actual mechanics such as damage drop off on guns.
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This brings us nicely to spawn peaking. Since defenders spawn 45 seconds prior to Attackers and there's fixed spawns Defenders began opening windows to shoot people as they exited a spawn area most prominently Jager and Bandit. This resulted in their Acog scopes being removed and eventually all Acog scopes from all 2 speed and 3 speed defenders giving a large advantage on the Attackers side as in long range encounters the 2.5x zoom of an ACOG will help massively. Here's another link to a video which marks all things removed or nerfed to the current date. It's still a sensitive topic today as spawn peaking still exists but you're much more likely to miss someone or get killed yourself when you do it.
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10 years of content has been announced but people do still doubt it but personally I think it can be done. Considering we're about to enter year 4 and the game is only growing in popularity I see no reason why it's going to stop any time soon. Especially now its practically one of the biggest Esports perhaps only being outdone by League and Dota with Overwatch declining it its recent years.
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Not to mention the huge profit they overturn in cosmetics Ubi made pro league and elite skins, the later of which unlocks special MVP animations when equipped and winning as the largest point scorer.
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How to Play the game
Now let's discus the gamemodes. You have Casual and Ranked with Custom matches and Terrorist hunt being less of a central focus and an offline Situations mode for beginners to practice.
Casual matches assign random spawns, random defence points and has a cap limit of 5 rounds with a winner being declared after someone reaches 3 otherwise resulting in a draw which effects nothing and gives bad rewards considering you just both basically won.
Ranked gives you a choice of spawns, defence points and caps at 9 rounds with a winner either being declared at 4-2> or having to go to a 5 after it reaches 4-3. After winning a defence location defenders who won may no longer use that defence point until it reaches the overtime tie breaker rounds of 4-3 onwards where everything resets basically. Drone and round times are the same however for both casual and Ranked if an objective is being complete such as Hostage being extracted, Defuser is being/ is planted or Securing objective/contesting then like casual the timer will never end until someone either leaves the room or dies. If a user leaves a ranked match their space is never filled nd they receive a ranked match ban for 15 minutes which increases each time and leave penalty
All game modes feature a DBNO (Down but not out stage) where you will be knocked to the floor and a large + icon surrounded by a white circle slowly being ticked away by a red line creeping across will appear. Your vision will be impaired and movement reduced to a crawl. You will produce a blood trail leading the enemy to you if you crawl away. You can press and hold to stop movement but hold the blood in giving you more time to wait for a teamate to come help you up. Any damage you take will probably kill you and all revives (except Docs stim pistol and Finkas adredinal surge) will get you back up on 50 health and must be done when right next you the only exception to these rules is Zofia and Doc who can get themselves up if Doc has a stim left and Zofia needs no help at all and after a brief 5 second animation can get up on 1 health and continue to fight.
Gamemodes in Ranked and Casual are:
Hostage: Hostage must be extracted from defence point and taken outside to a red flare where you will extract him/her and win you can as with teammates kill the hostage instead of the minus 100 points and ban (and an additional -100) for killing two teammates like you may expect you're hit with an instant -500 points and an almost certain ban if you're not careful. And since Renown is given based off of points this will likely screw you out of any renown if you lose the match and don't receive the +2000 points for winning.
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In Secure area you must enter the room with the container automatically beginning to secure it simply by being in the room however. A loud siren goes off wherever an enemy enters with a large "Contested objective" appearing above the icon that goes through walls for both teams if a defender is inside and a "Securing..." if not.
On Bomb there are two sites near eachother [A] and [B] with Attackers having to enter the room and plant a single defuser given to one member at the start of the round taking 7ish seconds to plant and 40ish seconds to defuse the bomb entirely however the bomb defuser can be destroyed by the defence team by approaching it and holding the button to defuse with the same 7ish seconds needed to defuse however during this time the defuser still continues to tick down and can pass the threshold of defusing the bomb while a defender defuses resulting in an attacking victory.
All of these gamemodes are 5vs5
Terrorist Hunt:
Terrorist Hunt features a range of difficulties: Normal, Hard and Fucking impossible (Realistic). These missions can either be done alone or with a team. Depending on difficulty team friendly damage is reduced so I'd recommend Team play if you want a lot of renown for not very much work at all.
Situations:
These missions have fixed objectives and must be done alone in single player. After completing all situations that teach you how to play you may take part in Article 15. A difficult mission in a realistic difficulty where you and 4 others must defuse 2 bombs inside the map Bartlett University with heavily obscured vision in yellow clouds filling the map obscuring enemies and the bodies that liter the ground.
Custom Games:
These allow modifiers for a 5vs5 with friends or less even allowing you to explore the map alone. You can change health, timers such as increasing defuse time, drone time, match time and the amount of rounds. You can even turn on pro league settings to have a tournament with your friends.
Shop:
Siege has an in game shop where you can purchase the previously mentioned elite skins and various other items such as weapon skins, Pro league sets and weapon skins, charms and even the glorious Lord Tachanka sets.
Final thoughts and review:
Siege is in my opinion one of the greatest FPS games of all time. It has incredible fans, Gameplay is smooth and fun and most importantly tense. If I could play just one game with all of you then you'd know how big a difference one person can make each match, how much communication changes the game and how often friends tk each other for cheesy spiderman jokes.
I highly recommend you purchase it. Or play a free weekend. With a starter edition being so cheap right now especially when a sale comes on the only real reason to avoid the game would be the toxic team killers we have. But since the new tk ban changes I've been teamkilled only 12 times. 2 by friends, 7 accident and three being toxic players. That's not however saying it doesn't happen. But trust me. Your teammates will straight up slam the fucker who does it. I don't think I've ever been killed in a ranked match except by Mira mains who want their walls or accidents especially at the higher ranks. I hope this helped you either get a look into my perspective on Siege. Or perhaps convinced you to give it a chance or reinstall. Trust me. Give it a chance like I did and you'll never regret it.
Informative Siege Videos:
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Siege Youtubers:
And of course the best Siege Youtuber of all time:
(This is my channel. Subscribe if you want I only upload for fun which I'm pretty happy with)
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silverscalestudios 2 years ago
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Yeah! This bitch here was never tied down by an NDA, just a "pwease don't say things :(" message. Don't worry, we'll talk about the NDA's too.
A lot of issues that were beginning to crop up were talked about within Closed Testing. I was in there very early in, before the Shadow Scale was in the game and the only dragon available was the Acid Spitter Drake. Please note - the ASD was a **dlc** dragon. This wasn't even a base game dragon, but for Karly's sake (Karly was the first animator signed on, a good animator in her own right but was a movie animator, not a game animator) development began with the drake so she could learn and then eventually move onto things with wings.
We talked about lighting issues. Texture issues interacting with the lighting. We talked about mapmaking issues. Breeding mechanics are INCREDIBLY punishing and we said as much. You had to sit there, and grind, and pray you don't get killed while you try to breed a dragon that can actually survive. You lose a dragon, you lose EVERYTHING with that dragon. Got a rare breeding-only skin? Get fucked, that skin isn't saved. Got a dragon with all A+'s? Get fucked, that bloodline is gone. Got a dragon actually to Elder (which is an additional growth stage)? Get fucked, an admin cannot revive you if you wait too long, and an admin can't grow you to elder either.
We talked about issues with flight, once the Shadow Scale was in testing. How there was a LOT of motion sickness issues, how it felt very slow and clunky despite Jao touting how "realistic" it was. It was hell to play, hell to steer, and hell to even take off and land without damaging yourself.
We talked about skin issues quite early on too. How all the skins for the ASD just looked the same but colored a bit differently. I made a few skin mockups for that, showcasing "here, there's different things you can do", and a lot of others did the same. All on deaf ears. And once the Shadow Scale came out, the dumb man made the mela+leu combo LITERALLY like the HHTYD Nightlights (?). God, we were livid. Shadow Scale skins were the laziest we'd ever seen.
And then we get into the combat. So this game is very pvp oriented. But every dragon is ranked in some... arbitrary way that I can't remember right now. And the ASD is at the bottom of the pole there. **By nature** it should take a pack of drakes to take down **one** Shadow Scale. **By nature** it should take a pack of Shadow Scales to take down one Flame Stalker. It's horribly unbalanced, we SAID as much... but nope. Man no listen, man only do. Man has best idea. Ooga booga. Map? Ugly as sin and unoriginal. He had several of his staff working for him **ASKING** if they could do mapwork. Ignored them. Didn't hire on anyone until really, really recently.
AI? Buggy, pun intended. The first AI put in, meant as baby food, **poisoned you** if you ate too many, and they were too fast for the babies to even catch.
So, fun fact: Jao has actually always wanted an oceanic update. But initially it was supposed to be a "far in the future" sort of thing. As like... Once ALL of the base game was done, he wanted an ocean DLC sort of deal. To see it pushed forward when the game is still in this state? Literally abhorrent.
I think I've covered everything. There's other folks I know that would very much love to share from their perspectives as staff, too. I'll pester them for ya.
Yeah, once I learned how Actually Awful he is, I was glad that I didn't get hired on. Especially with how he treats the rest of his staff that don't immediately shove their whole head up his ass to compliment him. There's so much more to complain about regarding this game's mechanics in general, but I'll spare y'all that LMAO
The exercises I did with dragon creation were fun, though, working in the perceived constraints of his world. I'll probably reuse a lot of those designs, especially the acid wyrm.
I love that lad
Honestly if you want to go off I'd love to know cause most of my info is from watching youtube videos that cover the subject, notably all the promised things that never came to fruition
also the actually horrible management too, you can see it in the trello and steam updates how instead of working one update at a time they actually just build creatures from random future updates (like the frost elemental thats for some reason already fully built with damage textures and all, and its from two updates down the road)
and now they added plans for an ocean update? AND a further update after that? even though they havent delivered on like, basically anything yet save for one (1) dragon and its been two years? good god.
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There is so much going on here. I would love to know more
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