Post by wittyscorpion on Dec 14, 2016 15:49:15 GMT -5
While we are talking about this, I have a few audio specific topic to discuss.
First off, the dynamic range setting. I took Pegasus Actual's recommendation and changed it to "Night Mode". While I can now pick up quieter sound better, I seem to struggle a little bit on identifying the directional of the sound. I am thinking about changing it back to "Hi-Fi" or at least "TV", but cranking up the overall headphone volume, this way I won't miss the quieter sound while can still benefit from the bigger sound range for locating sound.
Also: I use Astro Mixamp Pro with Dolby button on, taking the Dolby Digital signal from XONE through Optical Cable and attempt to product virtual 5.1 surround sound to my stereo headset. Somebody on the Internet said that might not be a good idea and could make locating directional harder, and it should be turned off.
Post by Pegasus Actual on Dec 14, 2016 16:10:55 GMT -5
Link 1, it's from someone who actually seriously played COD:AW. That pretty much invalidates it completely because doing that and knowing things are mutually exclusive.
Link 2, it's some PC players contradicting each other. One guy even contradicts himself. They all sound pretty dumb though.
Link 3, the last guy in the thread mostly knows what he's talking about but I don't necessarily buy the argument about being able to distinguish distances. Bottom line is people can walk slowly, and it can make them pretty quiet. And anything that widens the dynamic range is going to make that hard to hear.
Also you can try turning Dolby off, but the guy complaining about it doesn't seem to understand the sound model of the game at all. And it will give you very harsh stereo sound whereas the Dolby processing gives you a very natural soundstage. What I mean here is that standard stereo if something is directly to your left, you hear it in the left headphone and not at all in the right. That's not how any sound you hear in the real world works at all. In the real world you hear it in both, and it gets to your left ear quicker, is a bit louder in your left ear, and probably has more sound in the high frequencies I would guess based on my not-exactly-fresh-in-my-mind physics classes. The details don't really matter, but the surround processing does the math to compensate for how you would hear it out in the open.
I don't have a strong opinion on the Astro EQ settings. My MixAmp doesn't have any EQ options, no EQ sounds fine to me. On PC I have a fairly aggressive EQ leveling thing that sounds pretty good to my ears for most things, but I don't notice much of a difference on Siege specifically between them.
Weapon balances lead to buffs in the following areas:
1) SMG gets better recoil; 2) As a result of 1), buff to Caveira, Frost, Castle, Pulse, Smoke; 3) Glaz weapon huge buff, RoF x 2 and much better recoil, goal is make it much easier to chain shots; 4) Shields are more resistant to explosives, leading to buff to Shield Operators; (Blackbeard & Tachanka are not affected by this change)
All weapons are tweaked to better categorize them amongst their respective weapon type.
Noteworthy game mechanics adjustments & bug fixes:
1) More consistent grenades; 2) Lighting; 3) Hit Registration;
and last but huge:
4) Suppressed weapons no longer have threat indicators!!!
Post by wittyscorpion on Dec 19, 2016 15:06:36 GMT -5
It has been 10 days since I first dipped my toes in Siege MP. As of yesterday I am sad to admit that I can no longer play the "noob" card any more if I were to find excuses of why I am playing bad :
1) fixed video settings so I can now see well (before that I have great difficulty seeing many things in a dark room); 2) fixed audio settings so I can now hear well (before that I do not have directional cues); 3) can now sound whore pretty well when partying up, not sure what I exactly did that addressed the problem, might have something to do with turning off Kinect and then hard reboot; 4) established basic appreciation of the core game mechanics (fortifying, moving, rappeling, shooting, droning, weapons, operators, etc), solid baseline of sensitivity for headshots acquisition; 4) have played enough Terrorist Hunt (secret rare achievement unlocked: 2500 terrorists killed ) and MP on all maps to at least build a general sense of orientation (still terrible at going from point A to point B, knowing the objective locations inside out, and understanding the entry points);
After getting through the "ignorance is a bliss" stage, I have now reached the stage of "knowing what I don't know", which is terrifying. There is a shit ton of things to learn, the good news is I have some dedicated gaming time in the next couple of weeks. Plan to use a mix of custom-games/terrorist-hunt/casual/ranked to work on them.
Pegasus Actual / Dumien: one area I hope you guys can guide me a bit is how to be a better teammate. Besides the noob mistakes which I hope I already have a good handle on avoiding, what do you expect me to do and (arguably more importantly) not do when attacking and defending?
Post by Pegasus Actual on Dec 19, 2016 17:45:29 GMT -5
Frankly wittyscorpion we're all kind of bad teammates in our group.
I'd say being a good teammate on defense is relatively easy. Use your reinforcements intelligently, use your operator's ability correctly, lock down an area/angle that nobody else is doing and trust your teammates to do the same. Give clear and concise call-outs. The problem is a lot of those things depend on map knowledge. Which reinforcements are useless? Which windows can they not rappel on or otherwise get an angle on? You don't even need to get many kills on defense to be an effective teammate. If you can make them waste 90 seconds flushing you out and killing you, or have them waste a couple of grenades, it might win the round.
I'm often trying to get them 'picks' on D. Which means I'm unlikely to get all my reinforcements and devices down, my placement will be rushed, and if I get 'counter-picked' I'm leaving my team in a hole.
On offense it's a bit harder. With the 3 minute timer in ranked now, you can't waste any time. We have major issues with people clustering up and attacking at the same point, having nobody watching the flank. Having someone watching the flank then abandoning it to attack the same angle as everyone else. Going for objective without calling it out leaving teammates unable to support, pushing too slowly and not having enough time at the end to secure an objective. Dying and then cluttering up comms with complaints about how we died, etc...
As an example, I think we constantly mess up our attacks on the downstairs area in Oregon. When pushing the front door into laundry there is just some shit that needs to be done that we don't really do. You need to drone/clear upstairs and the whole side of the building with the NOPE, office and all that. You need to have someone watching the door into the meeting hall. Instead we usually have three dudes strafing around the dropdown trying to get an angle on people that may or may not actually be there.
Some fairly common situations on attack I've noticed are if I try to hold a flank, or clear parts of the map of roamers, the attack completely stalls and we run out of time. Since I'm usually Ash, that's not really the best job for me to be doing in the first place. But if I go and try to push, nobody is clearing the flanks so I have to rush more than I otherwise would if I don't want to get killed from behind.
Another issue is that we waste our drones. We mostly just suicide them at the objective while spamming the scan key to get a few extra points. Once we know where the objective is, even if we don't successfully mark it, we should be positioning and hiding our drones elsewhere on the map for intel gathering purposes. We only do this in the most obvious cases, the sky-bridge on Kanal to check for people crossing between buildings, and the cash room thing on Clubhouse. I think Dumien has some regular spots he likes to send his drones to as well, like cockpit on Plane? Anyway, we need to do more of that stuff. We're also kind of bad collectively at killing drones on defense.
Hopefully that's somewhat helpful and I'm not just bitching unproductively. We do have our moments where we drone out a bad defense and slice it up quickly. We're not completely incompetent. There's just a lot of room for improvement. And I've heard rumors that I'm considered to be more of a glass half-empty kind of horse. I mean, I personally don't believe that at all. It's just... that's the rumor.
Post by wittyscorpion on Dec 19, 2016 22:44:34 GMT -5
It is no secret to Den bros that I like to watch streams (live or past broadcast) of games I play, Siege is one of the most entertaining ones. During my watching sessions of the past a few days, I did notice several things you mentioned that 54i team can do better, drone usage being one of the most prominent.
Attacking coordination is hard when facing a strong team, that takes time to build.
54i team have several strong gun players. These guys probably should stay at the secondary or flank attacking positions during the open 1-2 minutes, and have a frontal assault team to initiate the first wave of attacks (in other words doing the dirty work).
So some observations now that the patch is settling in:
- Blackbeards ability is in a good place right now, but the previous nerfs to his ARs dmg and his DMRs recoil combined with the ADS speed reduction (that obviously shouldnt be applied when his shield is not on, not sure how that got in) add up to a pretty mediocre op
- Fuze is pretty decent, but with the randomness inherit to the cluster charge (the way they bounce) and his low speed I still don't expect see him being used that much
- Glaz's gun is really good, and combined with access to smokes and the ability to make decent holes in walls I can see him as a niche pick to replace Buck/Sledge.
- Montagne is great, Blitz still gets shot through his shield just as much as he did before.
- Bandit is still bandit. Glad they didnt touch his 3x barb wire
- Smoke is a lot less clunky to play, and the FMG has practically no recoil.
- Tachanka is weird. Even on seemingly good angles, attackers can get an angle on the edge of your shield and spamfire it to break it without exposing themselves to you, although one can argue that it leaves them very exposed to flankers and takes precious time. Capitao just destroys him. And he also pretty much needs a Jager to function, but most teams will have one anyway They also tweaked the LMG so that it has pretty significant (albeit only vertical) recoil and high spread bloom. As a result I actually had trouble with some long ranged targets. Also the damage on the turret seems weird, as if it drops off significantly at range
Watch out for some cheap spawn Tachanka peaks, by the way.
Last Edit: Dec 20, 2016 7:10:26 GMT -5 by tiesieman
Post by wittyscorpion on Dec 20, 2016 12:34:56 GMT -5
I am planning to work on 2 main areas in the next phase, when playing solo:
1) map knowledge, through a combo of
a) watch-walk-thru-youtube-videos b) custom-game-walk-thru c) terrorist-hunt-classic-shoot-thru d) terrorist-hunt-protect-hostage-at-each-area e) watch-game-play-on-twitch-streams
2) improve the "sense" of game play over time through casual and mostly ranked. Among other things, these 2 reddit guides are pretty good read for prepping myself for that: 1) www.reddit.com/r/Rainbow6/comments/4jwa0i/beginner_intermediate_guide_to_rainbow_six/, 2) www.reddit.com/r/Rainbow6/wiki/long_guide . My current thinking is that at my current stage I should position myself close to the objective (frontal assault on attack and in-room defending on defense) to maximize exposure to fights, even if it means that I would die a lot. My primary focus should be to get better at collecting intel through various means (drone/camera, peeking, sound cues, teammates positions, event feed, etc) for the purpose of setting up the encounters as 1-sided to my favor as much as possible.
I am currently "wrongly" placed at gold due to playing with 54i plat teams, while l believe that my actual rank should be at bronze or below. I am going to get myself de-ranked to that and work my way up to silver first. Once I get there I can start worrying about strategies.
Post by Pegasus Actual on Dec 21, 2016 2:20:15 GMT -5
If it makes you feel any better Witty, all of us were thrown right into the Platinum part of the pool when we started too. I didn't hit a 50% win-rate in Ranked until October. I got the game in like... February? And we're still kind of bad, as most matches where they feed us to 5-man Diamond squads prove. But it's still pretty fun, and we're still slowly getting better.
But yeah Witty, you should be at the point where you can just play Ranked and get experience. You're gonna lose a lot, you're gonna get some hate mail on occasion. But you will come out the other side... the stronger Scorpion. I'll have to browse the Reddit guides you posted for tips when I get a chance. It seems like information overload for a beginner. Sometimes you have to play the game a bit before tips really start sinking in. Hell, in Rocket League I'm just really starting to learn and appreciate feathering my boost in the air for better control. It's a tip I've heard before, but it's just not something that ever clicked until they release their new Custom Training module and I started working on wall hits into air dribbles. And I've sunk who knows how many hours into that game.
I'm really excited for our next full on siege night. I finally have the sound setup that I've been craving. Hopefully my game sense won't let me down when it is go time. I have no more excuses left lol.
wittyscorpion One of the interesting things about siege is that I used to watch alot of videos of good players thinking that I could learn best practices by just watching like someone might do in another FPS. However, there are a ton of micro-decisions that I wasn't even picking up on until I started actually grinding out gametime on each map. The single biggest issue for us is that we aren't very good at attacking because we generally don't have pre-planned attack patterns. We occasionally have nice defense plans (I think plane is one of our best defense maps for this reason).
Alot of deaths at first seem like "oh I guess I died"
Yeah but why did you die? Was the guy lucky? Were your reflexes inferior? Did you get shot from an angle you aren't watching?
Once you start playing better players alot of deaths are the result of your opponents communicating and "slicing the pie." They will methodically cut up the map and eliminate (in their minds) the possibility of the opposing flank. As a defender your map gets smaller and smaller against a good team. This is one of the reasons roamers are really good on some maps. They fight back, attempt to fight for map control, and ruin the sense of security that comes from "slicing the pie."
On attack we need to do more of this.
I have also been seeing alot more successful players using montange scouts with a twitch slayer. I feel like we need to do this a bit more. I keep getting abandoned as montange in game and that feels really bad lol.
Post by Pegasus Actual on Jan 1, 2017 10:12:38 GMT -5
It's mostly Xbox players. That's where we have a full group and change. I have all three versions of the game, but my PS4 gets the least use out of any of them.
465 hours for Xbox 62 hours for PC 20 hours for PS4
PS4 ends up being superfluous for me, Xbox has the x-bros so it makes sense as the place to live my XIM life, PS4 is somewhat better graphically, but once I upgraded my PC GTX 1080 style and got Siege there, it got squeezed out.
Post by wittyscorpion on Jan 2, 2017 13:38:20 GMT -5
For new players like me: the biggest problem of ramping up is that there are way too many maps so the play time per map is fairly diluted. Even after I know the static layout of a map, it would still take a lot of play time to really get to "know" the map, which unfortunately I can't easily get due to the dilution. Sometimes I feel that watching a stream is a more effective way to learn the map than playing. There are two advantages: 1) I can choose the map I want to learn, and 2) it is stress free so I can focus 100% on learning.
It would have been nice if they can reduce the maps in the rotation somehow, say a 5 map rotation every 24 hours...
Regarding the 54i bros on X1: IMHO there are some simple things that you guys can do for a very significant performance improvement on offense: operator synergy through buddy system (like support force behind Montagne as Dumien mentioned, or Thermite/Hibana/Thatcher, just to name a couple), time management, "team" droning (droning for the benefit of the attacking team), synchronized attack on objectives from multiple angles, etc. Right now the attacks are a little bit too free formed, with everybody going for picks and hoping for the best.
Post by wittyscorpion on Jan 9, 2017 14:48:12 GMT -5
Finally found some play time since the new year, in the past weekend played some ranked games and a whole bunch of Terrorist Hunt. My aim is finally getting some noticeable improvements, but the map knowledge build-up is painfully slow. As a result most of the time I am running around in tunnel vision, i.e. mentally 100% preoccupied and often overwhelmed by what is in front of me, lacking the insight of map layout as a whole, various route options to get from point A to point B, and not to mention angles and line of sight.
The most frustrating part of learning the maps is that the map dilution issue is very real for me. I could become familiar with a map temporarily, only later to forget most of it. To battle against this problem, I am going to try a different approach: divide the maps into 3 batches of 5 each, and learn 1 batch a time while not worry too much about the rest.
While playing with the 54i group: I am pondering the following to maximize my contribution (besides getting us matched with easier opponents ):
1) play utility operators to complement others (say Thatcher/Thermite on Attack, Mute/Rook/Doc/Bandit on Defense, maybe Valkyrie after I unlock her next); 2) on attack: droning, as well as entry fragging (with my current skill level it is basically "kamikaze droning");
Essentially: on attack my plan is to throw EMP, drone, and then run in as human bait if needed. On defense: maybe I can be a hardcore defender camp at the objective.
If you guys have other kinds of "blue collar" jobs in mind, feel free to suggest to me .
Post by wittyscorpion on Feb 20, 2017 14:43:33 GMT -5
Yes, I am still having fun The way I enjoy playing games is very different from most gamers: while the others have fun by playing what they are good at, I have fun as long as I am getting better.
After doing way too many THunt with my limited play time, I have finally started some serious solo queuing this weekend.Out of a myriad of problems that I need to address, at the top of the list is pacing during attack.
What are you guys' through process when attacking?
1) I imagine that experienced players kinda break each round into phases: a) poke the defense: find roamers and pick enemy off, b) clear surroundings and get close to the obj, c) and final assault on the obj? 2) How do you manage your time especially in a tight game?
Currently I am thinking about 90 seconds for 1-a and 60 seconds for 1-b as the maximum, to have 30+ for 1-c, in a "stalemate" situation (in one-sided situation, the round is going to end fairly quickly anyway). Obviously it also depends on the pace of entire team, I should be no slower than that, and hopefully faster.
Post by Pegasus Actual on Feb 20, 2017 19:41:57 GMT -5
Well the Bearing 9 is awesome so I am just going to assume that it's the other sidearm that nobody uses. There's another sidearm right? It doesn't even really register in my brain because when there is a Pickle Cannon, you take the Pickle Cannon.
As for discrete phases... I don't know about all that. First of all we're not that organized. We are sloppy and bad. Phases such as they are include getting to the building without getting picked. Getting/maintaining good enough intel so you have an idea of how many roamers and where they might be. Good teams coordinate and drone out roamers, hunting them down. We're not that. Usually it's kind of a solo mission for us. If nothing else you should have some people pushing towards the objective while someone holds the flank. We are also bad at that. Whoever is watching the flank gets bored, and tries to push up with everyone else, which is precisely when the most deadliest technique, the flahnk will occur. I say 30 seconds left is a decent enough time for the 'final assault' phase. If you are still Castled out or don't have anything breached into the objective at that point you've pretty much shit the bed though. Waiting for the 15 second warning and then rushing through 1-2 pre-aimed, pre-fired choke points is a recipe for disaster.
And each map and defense point brings their own challenges. Attacking Church on Club House which is in the basement and completely insulated from any outside breaches requires a different approach where you work your way through the entire map compared to something like Bedroom where there are multiple outside breaches and you have to worry more about jump out flanks and and window peeks than anything.
Defense is easy when you have your sightline covered and the attack doesn't know where you are exactly. So drone them out, force them out of their spots, and most importantly make them feel uncomfortable. For example, if there's a window on the objective that you don't plan to use, shoot it out at some point anyway. It's another thing for them to watch and worry about. When defenders get stressed like that they will make more mistakes. But like anything in R6 it's a double edged sword, if you open something, don't be surprised if someone peeks it or flanks from it.
Post by wittyscorpion on Feb 20, 2017 20:13:30 GMT -5
At this point I am just talking about common sense when playing solo without effective team communication, not a well coordinated team. I am gonna spend a lot of my play time solo queuing, and I have found myself quite clueless during attack most of the times, mainly because I don't have a clear plan of actions driven by clock. Lots of good points above, give me something to be mindful about during the action.
Post by Pegasus Actual on Feb 20, 2017 20:50:02 GMT -5
Well as a solo queuer you could try communicating with your teammates. I don't recommend it personally. Well that's not completely true sometimes I will communicate solo on PC, but on Xbox I will ignore party invites, too much of a hassle, too many bad noisy mics, too many assholes. When solo queuing you have to read and react to your teammates, which just requires a lot of experience. Just make sure whatever character you're playing that you at least 'do your job'. EMP the common reinforced walls, Fuze the objective and/or surrounding rooms when it's not hostage, that sort of thing. You're going to have to trust your teammates to deal with whatever they're looking at and try to look at something else, hold a different angle, prevent a flank, whatever. If a teammate dies near you, you need to be able to 'trade out' the opponent who killed him that is low on ammo and has exposed his position.
I've said it before, but there is just so much game knowledge you need to get by playing. And I'm still learning new stuff every time I play. You said you like games where you can progress and get better. If this isn't that game, I don't know what is! Though I'll admit, when you lose 4 or 5 matches in a row sometimes it's hard to feel like you're getting better. But you are.
Marvel4: "The random direction scale view kick"
May 31, 2019 14:02:25 GMT -5
probaddie: Yeah. And the direction your point of aim is kicked in is exactly the compass direction from which you were shot. Total deflection in degrees is damage * bg_viewKickScale. The time to recover (no matter the amount of kick) is 0.5 seconds.
Jun 7, 2019 6:37:20 GMT -5
probaddie: Was gonna post about this at some point, but... meh?
Jun 7, 2019 6:37:47 GMT -5
probaddie: Oh yeah. That random bit doesn't seem to work, btw.
Jun 7, 2019 7:15:35 GMT -5
drdoom: How the hell did u find all this stuff out?
Jun 7, 2019 11:20:39 GMT -5
probaddie: Handtesting and maffs.
Jun 8, 2019 16:25:04 GMT -5
drdoom: Hitscan gone in MW?
Aug 2, 2019 11:08:11 GMT -5
prioc: only for marshmallow gun
Aug 6, 2019 21:15:21 GMT -5