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RS:S Open Beta Nov 25 – 29.

November 18, 2015

RSS Top Cause of Death Closed Beta

There’s something to look forward to for those of us who don’t have something new on the drive. I had an absolutely blast during the RS:S closed Beta, and I was surprised by my ability to “compete”. There are many changes to the game which are listed here with the Closed Beta Infograph here. Among other things, the difficulty for the AI will be increased greatly and the Bomber’s ridiculous blast damage will be incremental depending on proximity.

DIFFICULTY LEVEL: We’ve heightened the challenge for all difficulty levels

Normal: AI accuracy increased by 40%, damage increased by 5%.
Hard: AI accuracy at mid-range increased by about 20%, with quicker reaction times and a damage boost.
Realistic: Reaction time even faster. AI accuracy has been further improved based on distance and weapon used.

As mentioned in the Closed Beta Infographic, the completion percentage on Normal was 91%, Hard was 58%, and 19% for Realistic. This data is observed and balanced for 5 person teams, and we’re aiming for achieve 60%/30%/10%, respectively.

BOMBERS: Several updates to improve gameplay experience with Bombers.

Bomber movement outside of buildings has been limited to only one Bomber.
The damage curve for Bombers now diminishes the further away the player is from the source of the explosion. Explosions used to maximum damage no matter where you were in the damage radius.
Note: You can also use EMPs to disable the Bomber’s explosive device.
Teleport bug fixed.


  1. November 18, 2015 9:40 pm

    • Blankman permalink*
      November 18, 2015 11:33 pm

      Lol, they first got Angela Bassett to pimp the now omitted campaign play, and now they hired Idris Elba to pimp the MP.

  2. December 10, 2015 8:19 pm

    I think it is appropriate to post this here, in the Beta thread, because even now, by the words of an apologist 10 days AFTER launch, it is broken out of sight. I am not posting this to rant though. The reasons “Tycho” likes this game are the same for my enjoying the Beta:
    I wanted to play Rainbow Six: Siege a couple nights before I said anything more than the most general, top level things. There’s plenty to cover, though, even there.

    I don’t expect the game to be a success from a financial perspective, which I think we can all agree is one of the more crucial perspectives. The last time Ubisoft did something like this was probably Splinter Cell, which is to say they made new game and called it the name of an old game. I don’t know if it Conviction “worked” as a retail artifact, by which I mean as a contributor of revenue, but I also don’t care because it was a fascinating refraction of the original ideas. Rainbow Six has many traditions, going back to the first, some of which are mirrored in a modern form here. I expect it to be divisive both for series stalwarts and newcomers, which is to say, I expect a lot of blood in the ledger. Vegas made big changes, too, but all of them within the accepted shooter milieu, and with what I still maintain is the best cover system in any game, ever.

    I have played a lot of Terrorist Hunt in my life, and I may be done doing that. The game’s “situations” mode is a set of ten single player missions that are like a methadone meant to simulate a single player experience in the body. It rewards you with currency or whatever, and apparently there’s an extra special bonus I won’t spoil, but neither of those modes are Rainbow Six: Siege.

    The rush of activity that begins each round is exhilarating. If you’re attacking, everyone is racing little drones around and trying to find the objective for the match. The secondary objectives here are a) not to get your drone destroyed, and b) to leave the drone someplace where its stationary camera can be of use the entire match. If you die, you can use these drones to mark targets for the friends who remain, which is not a small thing – especially as teams get winnowed down.

    If you’re defending, you and all your friends are running around a house in the tiny amount of time you have left you need to prepare your home for incredibly dangerous guests. You are doing this while these asshole drones are underfoot and it’s like man I have shit to do. You’re making some walls impenetrable to ordinary breaching, or you’re covering sightlines. Depending on your character, maybe you’re deploying electronic countermeasures or distributing extra armor plates. Defenders who die can use the cameras in the building the way that attackers use their drones, but these cameras can be destroyed also. So.

    A “map” means something very different in this game. Some games only have one map, like League or Dota, and that’s plenty. Something I have heard a lot about R6 is that it doesn’t have very many maps, though we have to remember that (like Halo) additional maps are free. Even so, a map where the objectives can physically move coupled with the ability of players to modify the space means that we need to look at that math in a different way. It’s the difference between an entree and a buffet.

    Rainbow Six conceptually has a single player campaign, and I miss that. Historically games have begun with single player, and added multiplayer; this went the other way around, and if we get another one of these I expect that to take center stage. But there’s almost no way to describe the matches I had last night and the night before: having a plan and having to contend with the holes in that plan in real time is exactly what I want. There’s no slack here. It’s all taut. Rappelling through an atrium with a friend down into a stairwell. Pounding through a boarded window with a sledgehammer so my friends can pour into a second story window. The game is an engine for generating good memories.

    It’s also not safe in any way, shape, or form. Not as design, not as a business decision, and not as a moment to moment simulation. I can’t even imagine what the curious player from another franchise is confronted with when they get in here. It’s a shooter where the trigger pull is the least important part of the match.
    I realized, with some horror, that we had not covered Gabriel’s perspective on Rainbow Six, which is that it is “bad” and also “not good.” What’s more, perpetually descending into fortified lairs is not, for him, a scenario correlated with relaxation.

    What’s strange for me is that I hear every one of his arguments on the topic – the shooting is not especially slick, it doesn’t really look that great – and not even disagree with them. It’s just that in the overall mix, assessed with a kind of Ludic Spectrometer, these aspects are rigorously deprioritized.

    Just as I suggested in the strip, Portal is actually the touchstone for me here. Remember that Rainbow Six as a franchise didn’t even used to show you your fucking gun. Shooting here is like the period at the end of an elegantly constructed sentence; it is simply the demarcation between this and that, without any claim to its own state or properties. Apologetics, to be sure. I get like this when you show me something I haven’t seen or even considered before. I’ve been looking at this shit for a long time. That’s getting harder to do.

    No, somehow these warlocks have made a kind of competitive puzzle game, a spatial one, that pretends to be about the GIGN or whatever when it’s actually about manipulating Euclidean space. It’s about physics and communication and tactics before it’s about submachine guns. This is the closest thing to a competitive IQ test I know of.

    The problems I have with the game are almost entirely to do with everything outside of a round proper. I don’t find that the currency systems, hewing with dangerous proximity to the hated edicts of Codex Freemium, have impacted my play at all – that’s not the problem, and I expected it to be. I don’t even know why it’s there if they aren’t going to turn the screws; they’re like sheepish mafiosi, offering to pay for dry cleaning. No, the problem is that their systems for joining games often just inexplicably don’t work. You’ll have five people in your party, enter matchmaking as a unified front, and then not be able to “find” teammates. People get disconnected from games in the middle of executing the most flawless and cinematic plan the mind can envision. I tolerate it for now because it grants me entre, however finicky, to a suite of radical concepts; that won’t last forever.

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