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Rainbow Six Siege - Wind Bastion DLC Dec 4th

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Thanks. Definitely not going to happen though. They're a couple, so everything they buy is shared. And they'd have to buy another TV, too. And they're saving up to get married, as well, so they're definitely not making any big purchases like a tv.

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I think they should split the map and operator releases instead of having one big dump of content every four months. So one month, release one new operator, next month release a new map, then the next month release the ther operator.

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Buck is hugely underrated. His shotgun is immense. Particular on first floor Chalet. If Defenders don't reinforce all the walls you can breach a wall with that gun in no time.

 

Late night had another drunk session, chatting to a friendly bloke from Glasgow. Had a lucky run but things started going downhill when I tried to rapel up the wrong building on Kafe. Tossed a grenade off a hat stand and back on to myself.  Got a pm afterwards, "Stupid ass"... about right.

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Patch 2.2 out for consoles today, was out yesterday for PC, the changes it promises are great however there is a lot of bad feedback from the PC players. One of the best changes is Spawn areas to counter the spawn killing from buildings.

 

http://forums.ubi.com/showthread.php/1398192-In-depth-Patch-Notes-Update-2-2-1MAR2016-for-PC-8MAR2016-for-Console?p=11422488

 

 

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Had a few games on xbox last night and it's running as smoothly as ever. Still a huge fan of Frost and her shotgun. I can never resist the temptation to run out when I hear a trap go, and end up getting killed by someone on the other team not trapped. 

 

Headsets still so important though, and most matches I've played with randoms we've still ended up with 2 or 3 of us chatting and helping with callouts. One round last night I got a drone on top of a bomb (it attaches to the antennae so easy to get high) and spent the whole round at the spawn, giving the team info and marking enemies. Finished in seconds, most kills from through boarded up doors and windows as my teammates knew exactly where to shoot. 

 

Still loving it. 

Edited by drewthmsn
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New video I put together yesterday with a couple of aces from recent. Still loving this game too, casual matchmaking is dire though, I can be in a full team with low level players, 0 - 50 (not that i'm saying 50 is that low) and the enemy team will be 90+ gold and platinum ranks. It most often ends in a massively unbalanced game.

 

 

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9 hours ago, BarryL85 said:

New video I put together yesterday with a couple of aces from recent. Still loving this game too, casual matchmaking is dire though, I can be in a full team with low level players, 0 - 50 (not that i'm saying 50 is that low) and the enemy team will be 90+ gold and platinum ranks. It most often ends in a massively unbalanced game.

 

 

 

How come you didn't kill the team mate who came into the kids bedroom??? ;)

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3 hours ago, Shimmyhill said:

 

How come you didn't kill the team mate who came into the kids bedroom??? ;)

 

Haha yeah I don't know why he started shooting me :/

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Re: the patch being delayed.

 

It's really good the team are committed to supporting the game, but it does feel like every time they fix one issue, something else breaks. They're always putting out fires to get the game stable, rather than improving and adding stuff. I wonder if that's a fault of the engine, team inexperience, complexity of design. But it shouldn't be happening 4 months into release. I love Siege, but at this rate I expect they'll abandon it after season one. Hopefully it's done well enough to justify a sequel or further support.

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5 hours ago, sir_shrew said:

Re: the patch being delayed.

 

It's really good the team are committed to supporting the game, but it does feel like every time they fix one issue, something else breaks. They're always putting out fires to get the game stable, rather than improving and adding stuff. I wonder if that's a fault of the engine, team inexperience, complexity of design. But it shouldn't be happening 4 months into release. I love Siege, but at this rate I expect they'll abandon it after season one. Hopefully it's done well enough to justify a sequel or further support.

 

I agree about them breaking more that they are fixing a lot of the time, in stead of rushing the patches out they should be tested extensively. The problem with that kind of model is that competitive play suffers as glitches and bugs are exploited and if patches aren't released frequently it more than likely forces people to stop playing and this really damages playerbase numbers.

 

They are between a rock and a hard place but it is really up to them to get the balance right.

 

About it being abandoned I wouldn't expect so as they are really pushing this game to be a success in ESL/esports competitive play.

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I had an old friend round yesterday, probably not seen in 7/8 years. Marriage and children had pre-occupied his gaming habits, the last console he had was a 360 and the last game was Rainbox Six Vegas

 

He mentioned he was considering a PS4 or Xbox One to get back into it a bit, and noticed I had a PS4 and a copy of the latest Rainbow Six game. 

 

It was about 9pm last night, so decided to fire it up. The game loaded, or tried to. First it connected to the servers, then built my squad, then came up with a "Server Error" and an OK box. By pressing OK the whole thing looped back again to do the same three actions, connection, build, error > OK. A loop that was impossible to break out of! So closed the game and reloaded and tried again. 

 

The same thing happened, so unplugged the network cable to get into offline. The only thing available offline was the scenarios mode, even Lone Wolf Terrorist Hunt was "not available offline". Brilliant.

 

Between this and the Street Fighter V server issues, I wasn't really able to convince him gaming was worth the effort right now. With so much content "unavailable" due to server errors, I am beginning to think more carefully about future purchases. The retro landscape for the future has changed, Firing up a retro game in the future will be met with a network error.

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Aside from the whole thing fell on it's arse pre-January patch, on the rare occasions I have connection problems, they've always been resolved by cancelling and retrying Multiplayer from the menu. I've never not been able to get a game or been stuck in any kind of loop.

 

Edit: I'm always cautious of going prone near walls because the game still clips terribly in some instances.

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On 25-2-2016 at 9:36 AM, Boozy The Clown said:

om1xB3y.gif

 

Grenade!

 

Where ?

 

errrrrrrr........oops

 

http://xboxclips.com/Boozy+The+Clown/2bcd64a2-6a71-4bf3-912e-d75b596eea90
 

Let me out, let me in.

Bloody Karzee stuffing a frag grenade in my back pocket! :lol:

 

On 26-2-2016 at 0:51 AM, sir_shrew said:

Buck is hugely underrated. His shotgun is immense. Particular on first floor Chalet. If Defenders don't reinforce all the walls you can breach a wall with that gun in no time.

Agreed, Buck is fierce!

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I'm sort of proud of this, sort of not. Someone sent us all a message asking if we could help get the meat wall trophy - breach and kill someone on the other side. On one hand yes, happy to help. On the other, it's a great opportunity for some counter terrorism double agent-ness. So I took the low road. And made a video of it. 

 

 

And then Donut ran into a load of C4 after being revived. So he gets a short video too:

 

 

 

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Forum ate the last few days of posts but this is now sub-£20 at Argos and on Amazon.

 

New patch in-coming soon will nerf  Frosts shotgun and buff Buck's skeleton key. Increases recoil on the SMG-11.

 

I'd like to a Tachanka buff soon. The gun to be deployed more easily with some form of shield to protect against head shots.

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New Patch

 

Quote

IN-DEPTH PATCH NOTES – UPDATE 2.3 – MARCH 30th 2016 (PC) & TENTATIVELY APRIL 5th 2016 (CONSOLES)

The main goal of Update 2.3 is to improve upon the Ranked experience as well as the general balancing of the game.

General Tweaks and Improvements

Balancing: Operators

Frost's Super 90 Shotgun falloff damage now begins earlier
We tweaked the falloff damage of Frost’s shotgun. The falloff previously started at 5 meters. It will now begin at 3.5 meters, making it roughly on par with the M1014. We have made this choice because Frost’s Super 90 had too much range, making Frost too powerful alongside her Nitro Cells and Welcome Mats.

Buck’s Skeleton Key’s environmental destruction has been enhanced
We have designed Buck with the intention of having him be a versatile Operator that is able to go wherever he desires. We do not believe that the state he currently is in reflects this.

The initial intent was to use his underslung shotgun as a tool and not so much as a weapon. As the pros have shown us in the Pro League, it is working as a tool, but it could definitely be more efficient and useful.

Therefore, we have decided to increase the environmental destruction of Buck’s underslung shotgun. As the following series of .GIFs show, it is now a better tool and will help you get where you want faster.

 

Buck2After.gif

 



Balancing: Weapons

SMG-11's recoil increased
We have increased the SMG-11’s recoil. The weapon was too powerful as it was, with recoil that was too easily controlled given the weapon’s rate of fire. We have opted to alter it in two different ways for PC and for consoles:

For PC, we tweaked the SMG-11 in two ways: first, the weapon will not center back after a shot quite as fast as it did before (0.08 seconds -> 0.2 seconds). Second, the recoil will be more unpredictable now. We made that decision because we felt the recoil was too vertical, often giving easy headshots since that weapon’s rate of fire is very high.

For consoles, we have increased the value for the rate at which the camera rises. We have roughly doubled that speed. What that means is that the player will have to compensate downwards more with the joystick in order to control the vertical recoil. We also applied the same tweaks to the vertical recoil as explained above for PC controls.


We have increased the SMG-11's recoil for 2 reasons: the first one is a combination of the fact that the recoil is almost purely vertical and that you can put an ACOG sight on it. We consider this to be too good of a combination, and the Pro League's players seemed to agree, given their loadout selections for Smoke and Sledge. The second reason is simply that it is a secondary weapon. We hope that this will strengthen its role as a secondary weapon, and lessen its use as a primary.

In the last patch, we had altered multiple spawn positions and covers within spawning location areas in order to ensure that players spawning within them are protected from the Defenders.

We are continuing to monitor and improve on this and have added more spawn killing countermeasures with this patch:
Yacht: added an ice block to prevent spawn killing on Snow Mobile.

Bank: added an advertisement panel (2 windows in the Lobby) to block a spawn kill line of sight on the Street.

Hit Registration Improvements
While we do have longer-term plans, which we’re already working on, for improving on hit registration, we had some advancement with this latest patch.

We’re glad to share that lag compensation has been improved in order to give the advantage to lower ping players vs. higher ping players. This means that the "peeker’s advantage" has been reduced and players who are hidden behind cover playing with a low ping will be less vulnerable to high ping players.

We also have improved monitoring of hit registration so that we can better track and diagnose what to improve on further.

Finally, several bugs related to hit volumes on characters, shields and barricades have been corrected. What this means is that from now on, what the players see and experience should more accurately reflect what actually happens on the servers.

Ranked Matchmaking Improvements
We are aware there are multiple issues at the moment with the Ranked playlist, and we’re working on several iterations to make this playlist what it deserves to be. The following fixes are the ones that could be delivered short-term, which we believe will have the biggest impact. Keep in mind that there are several other improvements in our plans for the future – read the top issues section of the known issues list, under ‘Ranked Matchmaking’ for additional information on said plans.

Ranked matches will now only start if there are 10 players in the lobby.
Our intention is that Ranked matches should be fair. Having matches start without having two full teams of 5 goes against the promise of this playlist. Therefore, we have altered the flow of Ranked matches so that if a players leaves during match countdown, the countdown will now reset. The lobby will stay open with the remaining players and the matchmaking will proceed to find new players to refill said lobby.

We do anticipate a problem with this flow: because players can see the rank, K/D ratio and W/L ratio of other players in the lobby, there tends to be lots of “dodging” during this phase. Because of this, we’re currently investigating two other elements that we might revamp in the future:

UI: we will most likely hide some players information in the lobby, as we don’t think they’re necessarily relevant for this specific portion of the match flow.

Abandon system: we’re investigating making it so that abandoning a lobby that is full will count as an abandon – there is additional development needs for this, which is why we couldn’t have this feature in time for this update.



Ranked reconnection mechanics have been improved.

Multiple reconnection bugs have been fixed. In most cases, when players disconnect involuntarily, the reconnection flow does not function as intended. We’re pushing lots of fixes in this update that we believe should address the biggest part of those bugs. We will keep monitoring and pushing this further.

The reconnection flow has been reworked to triggered more frequently and easier to access. Our objective is to let players reconnect to their Ranked matches as long as they’re still running and encourage players to play them till the end.

Reconnection now possible in all circumstances: the new flow will allow players to reconnect no matter how they got disconnected – even if they left for the main menu or quit the game.

Force player commitment to Ranked matches: if a player leaves a Ranked match that is still ongoing, he or she will not be able to queue for another Ranked match. Selecting “Ranked” in the Multiplayer menu will reconnect him or her to the ongoing match, instead of launching matchmaking for a new one.

Abandon penalty to be re-evaluated: if a player leaves a Ranked match and fails to reconnect before it ends, they will get the already existing abandon penalty, which prevents from queuing for Ranked matches for 8 minutes. Note that we do not think this punishment is strong enough to be fully effective, and we intend on increasing it in the future – but we need the reconnect system to be satisfactory before we can move to this step.



Casual Matchmaking Improvements
The general philosophy for the Casual playlist since the launch of the game has been to favor quick matchmaking. We still believe in this philosophy, but we also see an opportunity to improve the balance between teams in matchmaking, for a more pleasant experience, while having little impact on waiting time.

In the March 3rd server side update, we applied a first update to the casual matchmaking criterion. The main effects of this update are that the system now begins with a much stricter skill rating criterion, relaxes them very fast (exponential function), and ends with a cap (a maximum skill rating difference).

What this effectively changes in your Casual matchmaking experience depends on your skill level:

If you’re in the middle of the skill ranks (Bronze to Gold), there should be a global improvement in the balancing of your Casual matches with very little difference in wait time.

If you’re at the bottom or top of the skill ranks (Copper, Platinum and Diamonds), depending on where and when you’re playing, you might be waiting a bit longer on average than you did before. However, it should almost never happen that players will be matched against the other side of the skill rank range. Keep in mind that the Casual and Ranked skill ratings are different, and that squad matchmaking prevents us from avoiding extreme cases completely.


The matchmaking quality metrics that we’re looking at since the March 3rd update are encouraging:

In terms of average wait time, we’ve observed an increase of 7 to 10 seconds (depending on the platform, time of day, data center, etc). Other metrics like cancel rate (the proportion of requests that are cancelled) did not change.

In terms of match quality, we’ve observed a very substantial improvement. Typically on PS4, when about 60% of matches had a team skill difference under 4, this proportion increased to 78% after the update (team skills are between 0 and 50) (the update impact is very similar for Xbox One and PC).



Custom Match Improvements
Reconnection now available in Custom Matches.
We’re introducing the ability to reconnect to Custom Matches in this update. The reconnect will work similarly to Ranked matches: no matter how players disconnect, as long as the match is still ongoing, they’ll be able to reconnect by getting back to the Multiplayer/Custom Match menu (pressing “Custom Match” will automatically reconnect them to the match).

Note that it will be possible to abandon this Custom Match in order to create or join another one. However, if a player disconnects without abandoning, they will need to reconnect to the match in order to abandon it. This is a technical constraint, and not a design intention: we want to improve this by adding the possibility to abandon a Custom Match from the main menu in the future.

Subsequent match within a custom-made playlist is now chosen when the players are returned to the Lobby.
Note that the next match within the playlist is not selected automatically anymore and does not start immediately.

Spectator Camera Improvements
The spectator camera now handles player deaths in a more coherent way.
We changed the transition so that now when a player that is being spectated dies, it switches to a 3rd person view of said player dying instead of immediately cutting to the Tactical View, which caused confusion.

We have intensified color highlights on player cards in order to help with team identification.
By watching our matches spectated in the Pro League, we have noticed that the current Spectator Camera way of displaying teams could be clearer. Therefore, we have opted to intensify the player cards coloring. This is a temporary solution, as we intend to completely revamp the player information display for the Spectator Camera.

Cheating Counter-measure Improvements
As previously announced in this forum post, we have expanded our criteria to identify potential cheaters. If identified as a potential cheater, that player will be immediately removed from the game and receive a temporary suspension, now accompanied with the following messages:

FairFight™ - You have been temporarily suspended for 5 mins - Level 1 Monitoring Active
FairFight™ - You have been temporarily suspended for 1 hour - Level 2 Monitoring Active
FairFight™ - You have been temporarily suspended for 24 hours - Level 3 Monitoring Active
FairFight™ - You have been temporarily suspended for 48 hours - Level 4 Monitoring Active
FairFight™ - You have been temporarily suspended for 1 week - Level 5 Monitoring Active
FairFight™ - You have been permanently suspended

For additional insight into our plans to counter cheating, read the ‘Cheating Concerns’ section of the Known Issues list.

Main Bug Fixes
Please be aware that this is not an exhaustive list and that we are only highlighting fixes that were done about the most commonly raised bugs.

Gameplay Fixes

The incorrect amount of remaining health is displayed for the victorious Operator when a defeated player is viewing the KillCam replay. – FIXED

Idle players on a team will receive an idle kick from the match if the other team quits during Preparation Phase. – FIXED

Players are able to clip through unbreakable walls by running at a wall and lifting a gadget in front of them at the last second before hitting the wall. – FIXED

Thermite can't place an Exothermic Charge on a damaged wall with a hole big enough to fit the charge. – FIXED

Montagne can shoot before finishing the animation for unextending the shield. – FIXED

Parts of Glaz's scope will disappear while entering ADS mode. – FIXED

Sledge's Breaching Hammer has a low and delayed controller rumble when used. – FIXED

Sometimes the drones’ black and white filter is overridden by Mute's colored jammer effect. – FIXED

Players are rewarded with Renown and XP if the other team quits the session before playing at least 2 rounds. – FIXED

Terrorist AI end up in a loop between evade and idle reaction for every damage tick received from poison gas. – FIXED



Level Design Fixes
Wall Reinforcements

We have made some improvements to the placement of wall reinforcements to prevent gaps in some locations. We are working on fixing all inconsistencies in barricades for future updates, but patch 2.3 addresses a lot of these.


Hereford

When the hostage is in the Kitchen spawn point just below the trap door, it can be killed by accident when using a Breach Charge. – FIXED


Bank

Character models can remain stuck behind some objects at the end of the tunnel in the Exterior Sewer Area. – FIXED

Breach Charges will clip through a wallboard in the 1st Floor -Electrical Room. – FIXED


House

Players can shoot through the non-destructible walls of the jacuzzi area in Backyard spawn point. – FIXED

Drones can fall through the environment if thrown in the Exterior Side Street area. – FIXED


Yacht

Defenders can easily get into a good shooting position over the attackers that spawn at the Snow Mobile location on Yatch. – FIXED

Moved hostage position in Engine to avoid players from being stuck in a specific condition. – FIXED

The objective area doesn't cover the entire objective point at 3F Casino. - FIXED

Drones have no collision with the cupboard located on the 2nd Floor Staff Dormitory. – FIXED

Operators can remain stuck behind the hostage when moving behind it at the engine spawn point. – FIXED

Players can fall through the map if they fall in the water near the Zodiac spawn point and walk over the glacier that is next to the spawn location. – FIXED

Players can get stuck under the lifeboat located on the West Deck. – FIXED

Players can remain stuck after vaulting over the yacht's edge and snow blocks near the Snow Mobile spawn. – FIXED

Drones have no collision with the couch in the Cockpit spawn point. – FIXED

Players can get stuck in-between the chairs located on the 2nd Floor Boreal Sub Room. – FIXED


Kanal

Drones can't jump over the water near the garage’s side. – FIXED

Operators can vault on the boat and float in the air. – FIXED


Consulate

Moved the Flares in the front of the building, to more accurately represent the extraction trigger zone.



Online Fixes

[Ranked] There is no reconnect prompt after the player quits a Multiplayer Ranked session. – FIXED

Players are unable to reconnect if they lose connection to a dedicated server Custom Match – FIXED

After starting a PVP or PVE session error 2-0x0000001A will be received by friends when attempting to accept a party invite. – FIXED

Players in a party will not be pulled into the matchmaking lobby if the party leader quits a casual match lobby and enters a ranked lobby. – FIXED

Players can receive error 2-0x00000068 when accepting a party invite. – FIXED



UI & HUD Fixes

Players receive unnecessary Preparation Phase warning when moving too close to barricaded doors and windows. – FIXED

There is no constant visual feedback alerting the player about the contested area in secure area game mode. – FIXED

Wrong objective message is displayed on HUD after the Preparation Phase when defending in Defuse Bomb mode. – FIXED

The Cancel Mute option is not displayed if the muted player doesn't have a microphone connected. – FIXED



Animation & Sound Fixes

Players in a squad could lose voice chat functionality after the squad leader had left. – FIXED

Sound randomly cuts out and then back in. – FIXED

Players can lose all sound effects for the duration of one round and then hear drone sounds playing constantly. – FIXED

While sprinting with a shield, the shield animation doesn't match 3rd person animation and sound effects. – FIXED

The visual effects, such as a flashbang, from the previous session will "stick" and persist through any situation or session. – FIXED

The Silencer for the C8-SFW will at times not have any audio functionality for nearby players. – FIXED



Spectator Mode Fixes

All ballistic shield operators being spectated will have another player's ammo displayed under shield icon. – FIXED

Glaz's Aim Down Sight (“ADS”) animation is not working as intended for spectators – FIXED

UI disappears and fades back in slowly when spectating a flashed player and switching to one that isn't. – FIXED

The damage on the shield's glass is not replicated for spectators in support mode. – FIXED

The Names, Defuser, and objective icons appear under the "Floors" UI when spectating. – FIXED

"Invalid Device" text is displayed for unassigned Spectator Cam key bindings. – FIXED



Miscellaneous Fixes
The Alpha Team Uplay action is not unlocked after completing 50 Ranked matches. – FIXED

If a player experienced this bug before Season 1 (patch 2.0) and has some Ranked progress, they may still experience this issue. However, the issue should be resolved after playing a few more Ranked games.

 

The Report Player button disappears after the player uses it, instead of showing a checked box. – FIXED

Some settings are grayed out when the player duplicates a match in Custom matchmaking. – FIXED

Missing visual feedback when reporting suspicious behavior while in the lobby or after action report. – FIXED

The subsequent match in a Custom Match playlist is not chosen when the players are returned to the lobby. – FIXED



Additional note:
We have opted to rework the data center grouping for XB1 for South East Asia. The reasoning behind this is that the matchmaking in this region was rather difficult for the players due to the low XB1 population in this region. The effect on the XB1 players from SEA after the change will be a worst ping than before but improved MM times and quality.

Specifics: The data center that has been closed is SouthEast Asia (Singapore). The countries of more than 1000 people that will be the most affected by this change are Indonesia, Malaysia, Singapore, Thailand, and India. The data centers will be rerouted in order to offer better matchmaking quality than before. This will also improve matchmaking for Taiwan, China, Hong-Kong, Macau, South Korea, Philippines and Vietnam.

Some unlisted tweaks & fixes implemented since Patch 2.2
IP Protection
We have applied IP protection in order to help protect our players’ information, preventing players from being able to access IP information of the opposing team’s players.

PC Crash Fix
Starting March 3rd, some PC players began experiencing in-game crashes more frequently than usual. We have identified the cause of this issue and our team has deployed a successful fix.

Estimated Patch size: 617MB (may vary per platform).

Thank you so much for being part of this with us and sharing your feedback. Next up: Season 2!

-The Rainbow Six Siege Development Team

 

 

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Started playing this today. Is the best way to learn just to keep getting smashed over and over until you get good? I've unlocked Thatcher, Thermite and Rook for operators, based on a quick google they seemed like good starters.

 

I've been really enjoying despite my incompetence, this feels like a type of game I haven't played since OG Xbox, kinda like Splinter Cell online. I did have one round where I got 7 kills which had me grinning like a loon.

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Yes by now the learning curve is steep. I'm guessing it was on sale recently because we played earlier and smashed a good few people who seemed new (except when I pinged a grenade through a window inverted and took out two teammates resulting in repeated requests to kick me)

Yes by now the learning curve is steep. I'm guessing it was on sale recently because we played earlier and smashed a good few people who seemed new (except when I pinged a grenade through a window inverted and took out two teammates resulting in repeated requests to kick me)

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Everyone back from The Division now? 8-)

 

Season 2 details will be announced tomorrow during the Pro League Season 1 Finals, and will roll out over the next couple of weeks. Yes, announcement of an announcement.

 

Dust Line will feature 2 new operators (Attacker with a gun shield, Defender with remote cameras) and a new map as well as these rumoured features:

 

  • Weapon Charms (Unlocks) - Like Bobbleheads and dog tags for guns.
  • Operator Model Customization (Alt skins, new head models etc)
  • Ranked Reset
  • Ability to adjust loadouts and buy gun upgrades between rounds.
  • New Game Modes
  • Possibly new anti-cheat measures for PC
  • Buffs for Tachanka and other lesser used operatives.

 

13072676_1041828232569656_79477830400576

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