HIT MARKERS
- Removed except for friendly fire and kill confirmation
GAME PACING
- Base operator movement speed reduced by 20%
- Implementing armor system (light, medium, heavy) with mobility vs. armor tradeoff
- Implementing equipment and weapon weight costs to movement
- Currently experimenting with increased round times to slow down play
Recoil
- Recoil improved for PC, with stronger initial shot kick and diamond recoil patterns doubled in size
- Greater vertical recoil on all assault rifles.
- Greater increase in spread per shot of all submachine guns, especially the P90.
- Increased vertical recoil on all submachine guns.
- Increased time to ADS for assault rifles.
- Increased time to ADS for all weapons after sprint.
- Iterated on the equip and unequip timers on all weapon families. Heavier weapons will feel heavier.
- Increased camera shake/intensity per shot, per weapon family.
- Reduced the damage of the P90 and iterating on another damage pass for all weapons.
- Shotgun damage over distance curves are being tweaked.
- Reload times are being tweaked during animation polish.
- Bullet penetration penalty on bullets is still being evaluated and iterated on.
Audio
- Audio in Closed Alpha was placeholder. Will be improved across the board.
Ammo Count
- Ammo count reduced across the board. Will be equivalent to Raven Shield values.
Party System & Push to Talk
- Party system will be implemented
- Push-to-Talk will be implemented
- In-game text chat was already available, but wasn’t clear
Lean & ADS
- Will include a toggle option on PC for lean, aim, sprint, crouch and prone.
- Currently investigating new designs for leaning while not in ADS.
Heartbeat Sensor
- Range reduced from 15m to 10m detection radius
- Removed except for friendly fire and kill confirmation
GAME PACING
- Base operator movement speed reduced by 20%
- Implementing armor system (light, medium, heavy) with mobility vs. armor tradeoff
- Implementing equipment and weapon weight costs to movement
- Currently experimenting with increased round times to slow down play
Recoil
- Recoil improved for PC, with stronger initial shot kick and diamond recoil patterns doubled in size
- Greater vertical recoil on all assault rifles.
- Greater increase in spread per shot of all submachine guns, especially the P90.
- Increased vertical recoil on all submachine guns.
- Increased time to ADS for assault rifles.
- Increased time to ADS for all weapons after sprint.
- Iterated on the equip and unequip timers on all weapon families. Heavier weapons will feel heavier.
- Increased camera shake/intensity per shot, per weapon family.
- Reduced the damage of the P90 and iterating on another damage pass for all weapons.
- Shotgun damage over distance curves are being tweaked.
- Reload times are being tweaked during animation polish.
- Bullet penetration penalty on bullets is still being evaluated and iterated on.
Audio
- Audio in Closed Alpha was placeholder. Will be improved across the board.
Ammo Count
- Ammo count reduced across the board. Will be equivalent to Raven Shield values.
Party System & Push to Talk
- Party system will be implemented
- Push-to-Talk will be implemented
- In-game text chat was already available, but wasn’t clear
Lean & ADS
- Will include a toggle option on PC for lean, aim, sprint, crouch and prone.
- Currently investigating new designs for leaning while not in ADS.
Heartbeat Sensor
- Range reduced from 15m to 10m detection radius
The Rainbow Six: Siege team goes into more detail over on the official Rainbow Six blog.