@@Azdingue basing the data on the plat is not that far from the average player %25≈ is plat and above (%15≈ is plat 3, %6≈ is plat 2, %2≈ is plat 1, %1.5≈ is diamond, %0.5≈ is champion) %40≈ is gold (%14≈ gold 3, %13≈ is gold 2, %11≈ is gold 1) (I rounded it to make it more clean if you want to check it, the source is "esporstale'') half of the targeted player base is plat 3 and they don't play that different from average gold player (the real difference is between plat 3 and plat 2) so Ubisoft is actually balancing the game around the average player, not the top %10.
The sound muffling was probably the biggest part of Nøkk's kit. Defenders aren't always on cams, and there isn't always traps, but people are always listening.
@@adambasinger6239 a histogram basically shows the distribution along an axis, so you can see if it's evenly distributed, skewed to one side, or otherwise not normally distributed. Ideally the largest amount would be near the mean and there would be less operators with a low or high pickrate so that there is a large cluster near the mean with small tails trailing off to the low or high end. With the histogram you can see that there are too many at the lowest end and the highest end is too far out and there should not be a second peak at the far end
The high Thatcher ban rate feels like it is partly due to a hivemind approach to how to play Siege "correctly". At high levels and in pro league, on maps like Club House and Consulate, you absolutely ban the Thatcher to reward a team who can use a Mav or get rid of gadgets through vertical play. And I know the graphs here are for plat and above on pc, but I personally see Thatcher banned just as much when I play low ranked games on both pc and console. Xbox players ban Thatcher on Club House, but won't bring Mav/Kali/Twitch/IQ or send a Buck/Ash/Zof below server, for example. It's like teams don't want to breach walls, and surprise surprise, attack success is wholly dependent on whether someone can frag out as they hop through a window. High level stacks ban Thatcher as a strategy, to protect walls and incentivize more difficult play; my teammates ban Thatcher because "that's what the good players do." I see Thatcher get banned all the time on Coastline even, when no one is playing breach or breach denial anyway. Not that Thatcher doesn't have other uses, but it's the rigid adherence to "doing it cause its the thing to do." Hopefully that all makes sense. Thatcher probably does need a little bit more of a nerf for high level players, but as long as I solo or duo queue silver and gold ranked on xbox, I won't see Thatcher until a change in the playerbase's mindset occurs.
100% agree with this. I also saw this happening not only with thatcher but with jackal to an extent. I see idiotic things like banning thatcher in Kafe or banning thatcher and just not bothering with wall denial or bringing breachers on attack. Obviously its hard to say the same thing with jackal but I've seen enough time people banning jackal instead of thatcher (when it was just better to ban thatcher) because its what they are used to and not even roam. Definetely a lot of players doing stuff like opening rotates or reinforcing certain walls but do not know why they do this.
@@maenciuss Exactly this. Jackal I understand more, cause it just takes getting tracked and killed once to say "That was annoying, I don't want to face a Jackal again." And that's a perfectly good reason to ban an op. But then when a team bans Jackal just to play 5 on site, surprisingly not that uncommon, its more habit and doing it cause everyone else does it. And I'm not even saying thats strictly wrong, just that I think it inflates Thatcher and Jackal ban rates for lower elos. Kinda like how Ubi had to nerf the gun, gadget, and speed of Jaeger, cause everyone is gonna keep playing him (myself included) out of habit until the change is that drastic. Habits aren't automatically bad, but they don't correlate with what is strategically good or competitively balanced.
I mean sledge doesn’t have range like zofia,ash,or buck. A good jager can easily get rid of his frags. Only thing that I can see a complaint about is his primary which if they nerfed it or gave him a different one he would become useless
@@Jjhvf His primary isn't even over powered, it's just solid. If they wanted to nerf him, they could take away the acog, but I think he's pretty much the epitome of balance
Gameplay after death feels like it can be something that is completely broken, if it wasn’t for the fact Ubi said they’re already planning reworks to accommodate for it, hence why it’s not gonna be releasing in North Star and not gonna be coming for a while. It’s a good addition, just not as it is now.
@@frostyaces4103 Echo I think can do it, but changes will need to be made to the Yokai to accommodate for it, like, rework it so it can no longer deny a plant.
The Nokk changes are such a half assed buff that it ended up being an overall nerf, as well as takes away a huge part of what makes her fun to begin with.
im not saying they're going to but i feel like taking away her silent movement ability is an indicator to an upcoming buff to her weapon at least that's I would do, silent movement doesn't give that much benefit against anyone with a headset anyway
@#soundwave if you know there is a nokk main maybe but otherwise she is a wild pick that would surprise the enemy for once then they would start using barbed wires
Ela’s gun with the compensator is literally so easy to use now, it’s literally not hard to control at all. Same thing but with Flash Hider for the F2, it’s literally a laser beam, it has practically no recoil. I genuinely don’t think they checked all the guns with all the barrel attachments.
I’m super conflicted on the drone changes. I love being able to help my team even if I die or something and it would give attackers an edge they desperately need right now but also seems kinda busted but they seem aware of that so we’ll see, probably need some tweeks in its current state. On defense I don’t think it should be a thing, not only are their cams set and forget unlike attackers but being able to deny plant even while dead is stupid and like you were saying echo and maestro would be very annoying
If they are going to put it on defence anyway they should at least make it so they can't shoot because more often than not i've lost games because my evil eye wasn't in the right spot and i couldn't look at where the thermite was and tell my doc
@@xinikal_ i think it would be nice to give the cam something similar to iq's gadget but its on a cooldown so you can give the information but cant do anything directly
Droning on attack after death is broken from the clips I've seen, it is constantly scanning the defenders while in a gunfight and defense like mentioned echo would be broken, I think it should stay about the same as it was or make droning after death way more balanced
What if they allow defenders to use the drones but not the abilities of the drone like maestro's laser for example? That way it would have the same effect as attacker drones and slightly decrease the benefits of the defender(as if its already not defender- sided).
@@joshinojaem I think if they will allow a drone after death make it have a limit, like you can move for about 10 seconds with the drone to reposition it or on defense you can move a echo drone but not use the ability
@@zacharyfayant5717 That would be interesting too. Based on the gameplay I've seen from others, secondary drones tended to start from spawn because they didnt use it or they died early, so if they were to apply the time limit for drone usage maybe 30 would be ideal in my personal opinion. As for defender drones, I agree.
Me hearing about the bullet hole change: YES!! *remembers that I don't get to use the cheese anymore which was a fun strat that I had on one specific point* yes.
Honestly, you could keep Nøkk’s gadget the exact same that it is right now and just give her the MP7 in place of her FMG and she’d be so much better both in terms of win rate and pick rate. Ubi needs to learn that her gun is the problem, not her gadget.
Her gun isn't that bad, her ability just adds basically nothing to the team. Basically no utility, and no godlike gun like the entry fraggers. Also, she is a 2 speed, so yeah...
The MP7 is hardly better it’s not gonna change anything for her. She needs the gadget buff while keeping her silent step. The FMG9 is fine as it is. Obviously, I’d like her to get a decent AR that does good damage while still being suppressed too like the AR33. However, knowing Ubi, they’re not gonna give us both and if I had to pick between better better gun and better gadget, I’d take the gadget. Having a better gun is not gonna fix the problems with how she plays and all the obstacles in her way similarly to how giving Warden a better smg wouldn’t do much for him cause his gadget is extremely situational by design. The gun is absolutely not her biggest issue if you can even call it an issue to be honest.
14:40 It clearly seems (According to what they have written anyway) that they have removed the armor multipliers and instead assigned different HPs depending on armor rating, they didn't apply any mathematical formulas here. This _will_ change the damage required to DBNO 2 and 3 armors since in the past said armor multipliers (0,9 and 0,8 respectively) were applied to the damage of the bullets themselves and then whatever number came out was automatically rounded down to an integer (e.g. 42 * 0,8 = 33,6 which would then become 33, killing 3 armors in 4 shots) while now they just directly apply the damage to the new health models which means that in some situations you will need less bullets to kill, specifically weapons that deal 37 of damage (Previously 38 minmum) will now DBNO 2 armors and the ones that deal 42 i mentioned (Previously 43 minimum) will now DBNO 3 armors. It might not seem like much at first but weapons like the F2, the C7E, the AUG A2 and the Spear .308 have actually received a noticeable buff with this change, which means they will probably be damage nerfed to 36 and 41 in the future.
Maybe Ubisoft could add a sound cue to Echo's drone when it jumps up and attaches to the ceiling. Or they could add a slight delay or charging phase when he uses his pulse. Or they could remove the ability to deny plant because he is the only op that can do that which makes him picked nearly every time.
@@drdreson That might be true, but maybe the community could find another use for Echo. His drone is still a good utility tool. Or he might become more useful as an entry denial or roamer support op. For instance, if it is a late round scenario, and attackers are rushing in, he could simply stun them and he or his teammates (if there are any left) could finish them off. As for roamer support, he could drone for Cav (or another roamer) and help to secure kills early in the round. But those are a few ideas that I can think of. I'm sure you or someone else can think of more.
Potential balancing changes IMO: Maestro- After death, he can rotate and open his cams but not shoot Echo- While alive, when he is on his drone, it becomes invisible. When he is off it, the drone will lose its invisibility. After death, the drone will always be visible and cannot use Sonic Burst Attacker/Mozzie drones- After death, the owner will be able to move the drone in a limited radius around where it was last placed. If the drone leaves the radius, it will lose signal. Radius of effect will be outlined when hopping on the drone after death. Edit: Radius would be similar to a mute jammer, maybe a little smaller.
Hit the nail on the head about the gameplay after death stuff. Bare minimum if they go through with it, is that if you're dead, you can't shock with Evil Eyes or blast with Yokai drones. Yokai still able to move around, just can't blast with it. It's still an insane buff to attackers. I am pretty happy with most of the other changes though and I'm at least willing to give the other ones a chance.
In regards to the drone post death change: what if instead of operator getting access to their drones in their inventory, it would work as if their are the 5 drones at the start (during drone phase) then after those initial 5, attackers that die within the first minute of the round can spawn up to 2 drones that they control (These two drones are in a pool for all attackers that die early). Attackers that die after that timer can only use the drones they deployed after that 1 minute and/or the original spawn drone. This would make it to where the are only 7 drones (+ drones deployed by attackers after the first minute) at max rather than 10 for free with no consequences. This addresses the issue where a player who dies early can still help the team despite they’re early death.
@@gamboi1257 i did. If the update with the Bearing 9 and the changes to the muzzle attachments comes, the Shotgun SMG Combo will be useable. E.g.: Echo with the SuperNova, Bearing 9 and the shield on the Bedroom/Office site on Chalet. Realy nice It can be seen as a substitute for Smoke
tldr: melusi is useless, bodies are now transforming into that operators icon, you can move your drone after dying and evil eyes can now be meleed and the class with shatter, making it opaque, and same with bulletproof cameras, which can now shoot fucking lasers. The bearing 9 is now a laser beam. That’s all that matters
Echo should have gotten his ability to deny plant tweaked. Say it’s the last few seconds on the clock defuser is down, 0.00 seconds planter gets hit with yokai. Instead of closing the diffuser and giving up the attacker hits back space and types the password again. The timer to defuse is reset but as long as the attacker’s holding plant the round will not end forcing echo to deal with him personally.
HP system *has* been changed. When it was first proposed the formula wasn't perfect and there was 2 points of difference which technically could make the difference. However they actually changed the amount of proposed health per each armor in the test server. 3 and 2 armors have *less* effective hp against bullets as previously proposed and currently.
And dude, bullet proof cam upgrade is to counter drone after death for attackers, obviously. So it'll make it less op, the dead defenders can stop drones from getting into site.
@@xinikal_ it is more that you actually a have a reason to bring a camera over a c4. it isnt like you don't have a choice. especially if you are bringing mute you already have the drone counter
I think a good way to balance it would be -doesn't affect recoil -doesn't make a loud noise in your ear -clears concussion flash etc -make you resist against concussion flash etc -gain 25 base hp (up from 20) recoil thing might sound like a nerf but the moment you learn to control the recoil Finka became a hindrance removing the loud noise wouldn't distract or muffle the enemy sound so you don't get caught offguard
I really hope we get more attachment changes with cons and pros like Recent Cod I really like that system and see these muzzle. Changes as the first step and hopefully they can continue and add more attachments like stocks and barrels and good lord magazines because I don’t know why they like giving you 20-25 shots per mag.
Attacker Operator Concept: Someone that can place an EMP jammer kind of like mute that jams or disables defender gadgets within a limited radius for a limited time. Kind of like a mute thatcher combo. In theory it would have a radius and a timer similar to thatchers EMP effect. But it would affect ANY defender gadgets as long as it’s placed after a defender gadget was deployed
What I thought about the old muzzle attachments was they ONLY affected the 1st shot recoil due to new recoil changes we've got since Operation Grim Sky. They did realized they had to do something with it.
I think a good idea is maybe giving drones after death a passive sound cue they emit (probably from the antenna that those drones have) such as a high pitch sound or rhythmic beeps. That way they still have utility, but makes it so that those drones aren't as useful compared to a live operator's drone
I think it would already help a lot to not implement the usage of your drone mechanic. Like, if those who died can only relocate their drones and not scan, ping, use the Twitch laser, the Zero laster, the Maestro laser, the Echo thingy. That would be a nice change I think, cause it would get rid of the denial capability of Echo, Maestro, Zero and Twitch, but it would be helpful for the attackers and in general for "keeping players invested in the round after they died" like Ubi intends
You may be doing the thing where siege creators look at the thing and comment on the thing but you are the only creator that I continue to watch despite not playing siege any longer
Here's the thing with Maestro and Echo still being able to gadget after death: Most defenders just place something down and it continues to work even if they're dead. With the majority of defenders, you will still help your team even if you die. The most Maestro and Echo could do before is ping if their camera is in the right place and facing the right direction and hasn't been destroyed. I don't think it's going to suddenly be OP that Maestro cameras can zap you after death when you can still destroy the camera and you have Aruni who can deny every entrance to a room with lasers that can only be temporarily be disabled and anyone can reactivate. I don't think Echo is suddenly going to be OP because he can drone as normal to stop you planting when it takes less than half a second to look up and one-tap the yokai. All this change does is bring them in line with other defenders and give dead attackers something to do.
The Nokk change just radically changes the operator. She used to be Sam Fisher before Siege type of operator, and if you played out smart, she could be really really dangerous. Now she is more of a bodyguard type operator. It is very dangerous for her to move solo, but she now can escort a player with defuser for example and clear rooms on the way to the bomb site more effective then some other operators, because she is immune to most of the traps and other operators probably have their own jobs on the map. This makes her a lot more of a team operator, but I never really had a problem coordinating with my team as Nokk, it was just different from other operators. And assuming Ubi wanted to make Nokk more versatile and not change the way people play her entirely, this change isn’t really good for that matter
As a Nøkk main, I think the removal of her silent step is just a straight up Nerf. The whole reason I use her is so I can get the drop on people that couldn’t hear me coming.
I discovered bullet hole peaking in a very "tactical way" as you put it. Back in y2 after I got sprayed at through a wall I went and used the holes from his bullets to peek and kill him, and I still try it sometimes. Overall I'm glad they are removed because it is too easy to make your own and peek them, but it was a nice way to kill someone who didn't know exactly where you were but shot all over anyway
if they add droning after death I think a step to balance it could be making it so drone-based abilities can't be used after death, echo can die and drone around but can't use the sonic beam and mistro cam move around but not shoot lasers
The drones should be limited after death : distance travel, battery, working range from the last activation, maybe move slower and no jumps, limited jumps, etc.
I feel the center should only open up when you get within half of the total radius of the slow circle it creates so basically only when ever you are being slowed down heavily will the center open up to be shot.
I'm gonna say the most annoying aspect of Echo is that he denies plant. It's a pretty get out of jail free card and creates a lot of frustration. Rework him to have his drone blast stun/destroy drones instead. Adds a new counter to the drone changes and fixes the Echo problem. Maestro you could just give limited ammo to the turret or a very long recharge after all the bolts are used for a "magazine".
Essential alternative they could add is someone that connects an item to the wall they sort of somehow destroy the items but it also could deploy some kind of cover. But he can only do this for three walls.
I think getting a wall open via means other than 'throwing an electric ball at it' is an important part of the tactical meta, instead of adding Thatcher alternatives, I propose that ubi just completely changes Thatcher to a different operator or does a significant rework. My proposition would be making Thatcher EMPs more similar to frags, eg a radius that doesn't travel through walls.
the whole breakdown of the "win-delta" chart you did completely explains my feelings about the siege's operator meta. Why Jaeger is so important, and why he's picked so much. Why we need better thatcher alternatives, please give kali a better gun and such.
Gameplay After Death on Attack is a good thing for the game. Defense already has a massive advantage because of the preplanning phase and the intel gatherers like Valkyrie, Echo, Maestro, Pulse etc. Perhaps to balance it out they should just allow one drone or limit it's movement, like Gregor suggested.
Did I understand correctly if I say that the flash hider, which used to have a first shot recoil decrease and a horizontal "diamond pattern" recoil reduction with values just below the other two muzzles, now only has a vertical recoil reduction affecting every shot of the burst?
I dont mind droning after death, but echo drones and maestro cameras abilities need way longer charge rate when echo is dead. Like 45 seconds recharge gor single burst and maestro laset cooldown much slower and heat up faster.
I'm interested as to why in the barrel attachment rework,they did not mention the extended barrel or the Suppressor,so we can expect them to be the same as old then?
I remember back in the days that the B9 was basically a laser gun(before all the machine pistol nerf(Before Para Bellunm)),I even used it as Hibana‘s main weapon sometime in the smaller map
Hmm, maybe an op similar like Thatcher. The one thing that comes into my mind if an op that uses the emp pulse from the division 2. Range depends on how long left click is held (short for wide, long for forward cone). Has to get to the area vs Thatcher throwing the nades. Cant get Jäger/wamai sniped.
I think adding the ability to have teammates who are still alive, be able to use active drones of other players. I think this would be a little more fair. Or maybe require the players who are alive on defense be able to pick up dead players phone to work the drones.
While mathematically the HP change makes sense on the surface, there is alot of rounding and flat damage effects that will now need to be rebalanced. meistro, now weaker vs higher armor, more hp to hurt. walking in to zapped wire. any armor ignoring damage is now effectively weaker, and shots to kill needs to be double checked to ensure no outliers occur.
I honestly want the drone after death thing, but I don't want TWO drones with infinite range. I was thinking like, one drone can be controlled and it's got maybe 20 or 30 seconds of movement( so you could do the same sorta quick scouting as you would in the prep phase, jumping or using abilities takes a chunk outta that charge. So yes, you can do some stuff with your gear after death but, It's a limited amount of support. Twitch drones going "Dead" after a single shot, Maestro cams getting two zaps outta the cam so it can kill a couple drones or maybe finish someone that's really low, echo being able to fire one blast and one only, stuff like that. I just kinda hate the helpless feeling I have if I drop early, even with all the prep that I do and if you have a very limited amount of charge to work with, you'd still have to do some prep work to make sure you're within range of your intended objective so that your drone doesn't just die before you achieve what you're doing. They could also make the drones louder when it's a death drone. I won't be mad if this doesn't go through, but I'd have liked to try it out
Incoming opinion from an Echo main: Droning after death is a very bad idea. Even with this change being a major buff to Echo, having an operator straight up win the round for his team after he dies is extremely unbalanced and doesn't punish that player for making a mistake, the mistake in this case being dying. Echo has always been able to influence how rounds play out after he dies as his Yokai's still provide valuable information, but this actually encourages teamwork as opposed to droning after death, where Echo can just win by himself. I feel as though this argument alone should be reason enough to abandon the droning after death change, and that doesn't even take into account how the change would affect Maestro, Mozzie, and every attacker in the game. Not to mention how Echo's ban rate would skyrocket just like Gregor said, and every game where he doesn't get banned would make IQ a must pick. I already had to suffer through him having a high ban rate before, and I would prefer to not have to go through that again. Also regarding the Bearing-9 buff... Let's fucking go boys. It's finally back after sucking for like 3 years. Hell yeah
Imo the drone after death mode should be very limited. For example, moving a drone, scanning, or activating a special ability while dead should drain some sort of resource. Brings in the idea of putting drones in good hiding places on attack so that they can do more when you die, and makes it worse for defenders like maestro and echo as their shoot abilities are always charging, depleting the resource above.
I know it would change her identity, but I really wish Kali had other primary options. Even if they were crappy guns like the MK17 or AK-74M, I’d certainly consider bringing her more often.
They should force operators like Twitch, Maestro, Echo to only have the droning from death but at the exchange of while they are being used, a power bar drains that slowly begins to cause a mute effect and begins nerfing the gadget. After the bar drains (after 25-30 sec. later), the gadget will be completely inactive. This does not apply to people who weren’t playing these operators and default drones/cameras.
I think for echo he should be able to drive the drone but can’t shoot out of it, for maestro either he can move the camera but can’t shoot or he can shoot out of it but when he dies the shutters stay open
for the problem with thatcher being one of the only people disable gadgets i think that dakbe should be able to disable a certain amount of gadgets many 3,4 or 5 it would be a huge buff to her and heavy help the thatcher problem
I think the only way to balance jager is to rework his gadget in a way where it doesnt work ANYWHERE, i think in some way he ahould have to actively use his gadget or at least use more thought when placing it, perhaps it can only destroy projectiles that go in front of it ?
How bout drone after death until a certain point like last minute so that positioning is something you have to consider and it would remove maestro and echoes ability to clutch from the tombstone
I think if drone after death is a thing even if i oppose it i think you should be able to move the cam and in maestros case open the cam to see but not shoot and use the abbility for twitch, maestro, zero, echo
I think people picking up the phones of dead friendlies letting that one allive guy operate the dead teammate's gaged might be better. So the 1v5 clutcher can pick up twitches controller on attack or echo/maestros controller from the dead body and be in control. The 'dead operator control' simulates some random bloke in an HQ - suddenly having them controlling echos drones but friendlies in the field can't acess them? Default drones and shooting with bulletproofs is already so strong. Dissolving bodies with the holo icon and a control device to pick up on the icon. A dead twitch naturally becomes a secondary objective to deny attackers (one attacker) further access to the zappy drones.
Does the flash hider change affect the smg-11? If so then smokes hard nerf will slightly be balanced out. I also feel that maestro shouldn't be able to shoot his camera, but move it around same with echo.
I think the ability to drone and use a gadget after death is fine, but the ability to ping should be removed from attacker, mozzie and echo drones. Also, Echo should not be able to concuss attackers after he dies. It'll force more communication from teammates and reduce the amount of headaches the change will cause. Maestro evil-eyes and bulletproof cameras being able to still use their abilities after death is okay imo, since their stationary. They should, however, have a limited amount of charges for the zap/emp ability after death.
Attackers droning after death is cool, especially since it can be countered by defenders with EMP cameras. The caveat that you already mentioned is that Maestro and Echo would be absolute bull. If you can move around and give Intel that's cool! You just shouldn't be able to actively change gameplay by using Twitch zappies or Maestro and Echo stuff.
I feel like you might be able to fix your first problem with gameplay after death by allowing you to use the echo drone/maestro cams but not be able to zap/disorent
I think drones after could be interesting and I understand why they are trying to keep players more engaged during the rest of a round. I think a good middle ground would be to allow dead players to have full control to move, ping and scan with any camera system, but not use any abilities. If this provides to be a further problem, then maybe dead operators can move the camera devices, but not use any abilities, ping or scan. I like Finka's recoil benefits, it probably because I'm on console. Do you think they'll remove the audio that plays when you use the nano burst or is that part of balancing it? I kinda wish they gave the F90 to thunderbird instead of the spear.
Once again a shout out to Keeps for sponsoring my content. Check out keeps.com/gregor if you are malding over drone after death.
STOP MALDING SUS IMPOSTER GREGOR 🆘🆘🆘
It wasn't a haircut after all - he was malding after getting droned out by the entire enemy team.
Once I finish my cod grind I might actually come back to seige this season looks somewhat cool
Strat for smg 12 is to strangle it so there’s no actual recoil, only your own tomfoolery.
SMG 12 buff is for console
He’s back doing the thing that all the content creators do where they look at the thing and talk about the stuff.
Took the words right outta my mouth
Blah blah gun good fix german guy blah blah blah 🆘🆘🆘
I love it when the content creators do the thing where they look at a thing and talk about the stuff from the thing in their thing
It’s called facts
Classic!
Nokk straight up got got nerfed. If they actually go through with getting rid of her silent step, imma be real sad
Why would they nerf a character no one picks
@@SerbianKnifeFight Ubisoft
Her silent step is the main part of her ability wtf
My homie is a nøkk main and I think he’s going to cry
Good silent being removed. The same should be done for cav. It’s an inherently broken ability and should be removed overall.
Vigil is gonna be played a lot more with the drone-after-death thing. Ubi knows this and so they preemptively nerfed his K1A
Again not a nerf bc the attachments give way more recoil reduction now
@fuad ahamed all the weapon balance are coming to the live game
@@ahmadsolehyn295 they can change it within the next 2-3 weeks before it hits the live build tho
@@ahmadsolehyn295 he’s talking about the droning, it won’t be in the build it’s test server only thank fuck
@@Devinn504 true, can't disagree with that
I've said it before, it'd be cool to see these charts in other ranks/platforms.
Exactly , 10% of the PC community isn't supposed to influence everyone
@@Azdingue its %25 but I get your point
@@Azdingue basing the data on the plat is not that far from the average player
%25≈ is plat and above (%15≈ is plat 3, %6≈ is plat 2, %2≈ is plat 1, %1.5≈ is diamond, %0.5≈ is champion)
%40≈ is gold (%14≈ gold 3, %13≈ is gold 2, %11≈ is gold 1)
(I rounded it to make it more clean if you want to check it, the source is "esporstale'')
half of the targeted player base is plat 3 and they don't play that different from average gold player (the real difference is between plat 3 and plat 2) so Ubisoft is actually balancing the game around the average player, not the top %10.
The sound muffling was probably the biggest part of Nøkk's kit. Defenders aren't always on cams, and there isn't always traps, but people are always listening.
Yeah this is bullshig
Gregor flexing his degree with all this stats and graphs. Gotta love it
i like the idea of it but i honestly never understand what any of it means.
then again im shit at all math so maybe its just me
what's his degree
@@adambasinger6239 a histogram basically shows the distribution along an axis, so you can see if it's evenly distributed, skewed to one side, or otherwise not normally distributed. Ideally the largest amount would be near the mean and there would be less operators with a low or high pickrate so that there is a large cluster near the mean with small tails trailing off to the low or high end. With the histogram you can see that there are too many at the lowest end and the highest end is too far out and there should not be a second peak at the far end
@Kevin Kaminski yeah can confirm this is stuff you learn in grade 10 in Australia which is already kinda behind compared to the rest of the world
The high Thatcher ban rate feels like it is partly due to a hivemind approach to how to play Siege "correctly". At high levels and in pro league, on maps like Club House and Consulate, you absolutely ban the Thatcher to reward a team who can use a Mav or get rid of gadgets through vertical play. And I know the graphs here are for plat and above on pc, but I personally see Thatcher banned just as much when I play low ranked games on both pc and console. Xbox players ban Thatcher on Club House, but won't bring Mav/Kali/Twitch/IQ or send a Buck/Ash/Zof below server, for example. It's like teams don't want to breach walls, and surprise surprise, attack success is wholly dependent on whether someone can frag out as they hop through a window. High level stacks ban Thatcher as a strategy, to protect walls and incentivize more difficult play; my teammates ban Thatcher because "that's what the good players do." I see Thatcher get banned all the time on Coastline even, when no one is playing breach or breach denial anyway. Not that Thatcher doesn't have other uses, but it's the rigid adherence to "doing it cause its the thing to do." Hopefully that all makes sense. Thatcher probably does need a little bit more of a nerf for high level players, but as long as I solo or duo queue silver and gold ranked on xbox, I won't see Thatcher until a change in the playerbase's mindset occurs.
I'm not about to read all of that, but I'm going to assume that it was a good point. Good point.
@@maddoxferris7924 Perfect I appreciate the support lol
100% agree with this. I also saw this happening not only with thatcher but with jackal to an extent. I see idiotic things like banning thatcher in Kafe or banning thatcher and just not bothering with wall denial or bringing breachers on attack. Obviously its hard to say the same thing with jackal but I've seen enough time people banning jackal instead of thatcher (when it was just better to ban thatcher) because its what they are used to and not even roam. Definetely a lot of players doing stuff like opening rotates or reinforcing certain walls but do not know why they do this.
@@maenciuss Exactly this. Jackal I understand more, cause it just takes getting tracked and killed once to say "That was annoying, I don't want to face a Jackal again." And that's a perfectly good reason to ban an op. But then when a team bans Jackal just to play 5 on site, surprisingly not that uncommon, its more habit and doing it cause everyone else does it. And I'm not even saying thats strictly wrong, just that I think it inflates Thatcher and Jackal ban rates for lower elos. Kinda like how Ubi had to nerf the gun, gadget, and speed of Jaeger, cause everyone is gonna keep playing him (myself included) out of habit until the change is that drastic. Habits aren't automatically bad, but they don't correlate with what is strategically good or competitively balanced.
Wasn't Flores' role supposed to be a thatcher alternative? Did that not come true for the higher ranks?
"do the thing that every siege youtuber does"
But the way you do it is special 😞 Its funny.
Sledge having the 4th highest pick rate for attackers and no one minding it is just really funny to me
He's just solid. No one really complains about playing with or against him
“Sledge overpowered, frag grenades removed next season.”
I mean sledge doesn’t have range like zofia,ash,or buck. A good jager can easily get rid of his frags. Only thing that I can see a complaint about is his primary which if they nerfed it or gave him a different one he would become useless
Nothing can hold back the angry Scottish man.
@@Jjhvf His primary isn't even over powered, it's just solid. If they wanted to nerf him, they could take away the acog, but I think he's pretty much the epitome of balance
2:08
*They brougth Jagger down back into the chart.*
Gasp.
J A G G E R
What? No. Mick Jagger will always be in.
jäger, atleast write the name correct or I will spawn peek you the moment your feet comes into existence
@@OmPrakash-pc1ec no it's Mick Jagger
@@OmPrakash-pc1ec we are talking about Mick Jagger
Gameplay after death feels like it can be something that is completely broken, if it wasn’t for the fact Ubi said they’re already planning reworks to accommodate for it, hence why it’s not gonna be releasing in North Star and not gonna be coming for a while. It’s a good addition, just not as it is now.
I really hope Echo is removed from who gets it
@@frostyaces4103 Echo I think can do it, but changes will need to be made to the Yokai to accommodate for it, like, rework it so it can no longer deny a plant.
Me looking at Nokk's changes:
"Hooray! a bu-"
"...."
"......"
"....wtf, Ubishit?
The Nokk changes are such a half assed buff that it ended up being an overall nerf, as well as takes away a huge part of what makes her fun to begin with.
im not saying they're going to but i feel like taking away her silent movement ability is an indicator to an upcoming buff to her weapon
at least that's I would do, silent movement doesn't give that much benefit against anyone with a headset anyway
@@gorkemaykut5230 thats also buffing smoke and lesion (six12sd) and i dont think they wanna do that.
@@jamesci I- meant as giving better weapons not buffing the stats of the current weapons, sorry about the confusion.
@#soundwave if you know there is a nokk main maybe but otherwise she is a wild pick that would surprise the enemy for once then they would start using barbed wires
Ubisoft: Lets attackers drone after death
Vigil and Mute mains: A S C E N D E D
hello fellow underrated op user
Hello.
So what you're saying is that Mute and Vigil will become the new meta
They arent rn?
I’ve been maining mute and vigil
Ela’s gun with the compensator is literally so easy to use now, it’s literally not hard to control at all.
Same thing but with Flash Hider for the F2, it’s literally a laser beam, it has practically no recoil.
I genuinely don’t think they checked all the guns with all the barrel attachments.
Meastro always does 5 damage with his cams regardless of armor level. Does a 3 armor having 140 or whatever HP require an additional 8 shots?
I would assume so. Which is cool, the 3 armors on attack can be the one who plants to tank the shots which is another neat reason to not play 3 speed
you just gave me a great idea, that was the one massive counter to montagne planting, this completely negates that. holy shit
@@gagekellstrom3978 well not really there's also Oryx, also anyone with a C4 who isn't an idiot, also a well co ordinated team, also just banning
@@m_uz1244 well, he means that your more likely to choose a 3spd support so they can tank plant
Shit you rifgt
Pssst Gregor it's actually high testosterone levels that cause baldness. That's why body builders are often bald when using testosterone.
I’m super conflicted on the drone changes. I love being able to help my team even if I die or something and it would give attackers an edge they desperately need right now but also seems kinda busted but they seem aware of that so we’ll see, probably need some tweeks in its current state.
On defense I don’t think it should be a thing, not only are their cams set and forget unlike attackers but being able to deny plant even while dead is stupid and like you were saying echo and maestro would be very annoying
this change would totally be broken in solo que, so easy to grief with this.
If they are going to put it on defence anyway they should at least make it so they can't shoot because more often than not i've lost games because my evil eye wasn't in the right spot and i couldn't look at where the thermite was and tell my doc
This season would be perfect if they buffed the type-89’s ammo capacity to 25+1 or 30+1
I personally really enjoy Hibana, and I think she'd be too versatile with that T.89 buff, especially with the gadget overhaul from a few seasons back.
The type-89 is already really strong the only real downside is you sometimes can't shoot a door or window down in one mag if your not careful.
21 ammo*
@@You-dn8ep what? All guns in siege can do 20 round in the mag and 1 in the chamber
@@kingsarues1586 which doesn’t even affect her that much if you brought a bearing 9, because you’re better off breaking doors with that gun anyways
I think a good buff for zero would be if his cams auto scanned when placed. It would be like sova from valorant
That seems like a good idea, but I feel like he would become a braindead kinda operator
@@xinikal_ i think it would be nice to give the cam something similar to iq's gadget but its on a cooldown so you can give the information but cant do anything directly
Droning on attack after death is broken from the clips I've seen, it is constantly scanning the defenders while in a gunfight and defense like mentioned echo would be broken, I think it should stay about the same as it was or make droning after death way more balanced
There was nothing to stop someone from already spamming scans with a drone as a support
What if they allow defenders to use the drones but not the abilities of the drone like maestro's laser for example? That way it would have the same effect as attacker drones and slightly decrease the benefits of the defender(as if its already not defender- sided).
It shouldn't be in the game but I'm glad Ubi is finally starting to test more drastic things
@@joshinojaem I think if they will allow a drone after death make it have a limit, like you can move for about 10 seconds with the drone to reposition it or on defense you can move a echo drone but not use the ability
@@zacharyfayant5717 That would be interesting too. Based on the gameplay I've seen from others, secondary drones tended to start from spawn because they didnt use it or they died early, so if they were to apply the time limit for drone usage maybe 30 would be ideal in my personal opinion. As for defender drones, I agree.
Me hearing about the bullet hole change: YES!! *remembers that I don't get to use the cheese anymore which was a fun strat that I had on one specific point* yes.
“why would you bring Ash?”
that’s what I say almost every round of every game. people just love Ash and it doesn’t make sense
3 remote soft breaches, one of the better guns on attack, 3 speed, small hitboxes. what is there not to like?
@Jr Fresh Beats lol
@@niilopeltonen7774 yes, but if say we’re missing a hard breach or an anti-gadget in a ranked game, dont you think a hibana or twitch would suffice?
idk abt you guys, but, am i the only person who plays ash like buck and sledge? and let Zof take care of linear map control?
@@carpal-tunnelmal5412 perhaps, most ash on my team just rush solo and then died
Honestly, you could keep Nøkk’s gadget the exact same that it is right now and just give her the MP7 in place of her FMG and she’d be so much better both in terms of win rate and pick rate. Ubi needs to learn that her gun is the problem, not her gadget.
Her gun isn't that bad, her ability just adds basically nothing to the team. Basically no utility, and no godlike gun like the entry fraggers. Also, she is a 2 speed, so yeah...
I would give her the PDW 9 but with a 30 round mag,or make it forcefully internally suppressed.
@@kingwolf9447 both pdw and fmg has 34dmg 800rpm without suppressor. basically same gun.
@@kingwolf9447 That would literally be the exact same gun as the FMG9 then cause they have the exact same damage and fire rate
The MP7 is hardly better it’s not gonna change anything for her. She needs the gadget buff while keeping her silent step. The FMG9 is fine as it is. Obviously, I’d like her to get a decent AR that does good damage while still being suppressed too like the AR33. However, knowing Ubi, they’re not gonna give us both and if I had to pick between better better gun and better gadget, I’d take the gadget. Having a better gun is not gonna fix the problems with how she plays and all the obstacles in her way similarly to how giving Warden a better smg wouldn’t do much for him cause his gadget is extremely situational by design. The gun is absolutely not her biggest issue if you can even call it an issue to be honest.
This is the best video where a content creator shows the thing and talks about the things. I did enjoy that a lot!
14:40 It clearly seems (According to what they have written anyway) that they have removed the armor multipliers and instead assigned different HPs depending on armor rating, they didn't apply any mathematical formulas here.
This _will_ change the damage required to DBNO 2 and 3 armors since in the past said armor multipliers (0,9 and 0,8 respectively) were applied to the damage of the bullets themselves and then whatever number came out was automatically rounded down to an integer (e.g. 42 * 0,8 = 33,6 which would then become 33, killing 3 armors in 4 shots) while now they just directly apply the damage to the new health models which means that in some situations you will need less bullets to kill, specifically weapons that deal 37 of damage (Previously 38 minmum) will now DBNO 2 armors and the ones that deal 42 i mentioned (Previously 43 minimum) will now DBNO 3 armors.
It might not seem like much at first but weapons like the F2, the C7E, the AUG A2 and the Spear .308 have actually received a noticeable buff with this change, which means they will probably be damage nerfed to 36 and 41 in the future.
Maybe Ubisoft could add a sound cue to Echo's drone when it jumps up and attaches to the ceiling. Or they could add a slight delay or charging phase when he uses his pulse. Or they could remove the ability to deny plant because he is the only op that can do that which makes him picked nearly every time.
Removing the plant denial ability will make echo useless
@@drdreson That might be true, but maybe the community could find another use for Echo. His drone is still a good utility tool. Or he might become more useful as an entry denial or roamer support op. For instance, if it is a late round scenario, and attackers are rushing in, he could simply stun them and he or his teammates (if there are any left) could finish them off. As for roamer support, he could drone for Cav (or another roamer) and help to secure kills early in the round.
But those are a few ideas that I can think of. I'm sure you or someone else can think of more.
@@andrewjanes7220 if his plant denial is removed that would just make him Valk
@@cyropower7808 with stun mechanics and a focus on quickly repositioning his drone to get more use out of it.
@@andrewjanes7220 So you want it the way it already is?
Potential balancing changes IMO:
Maestro- After death, he can rotate and open his cams but not shoot
Echo- While alive, when he is on his drone, it becomes invisible. When he is off it, the drone will lose its invisibility. After death, the drone will always be visible and cannot use Sonic Burst
Attacker/Mozzie drones- After death, the owner will be able to move the drone in a limited radius around where it was last placed. If the drone leaves the radius, it will lose signal. Radius of effect will be outlined when hopping on the drone after death.
Edit: Radius would be similar to a mute jammer, maybe a little smaller.
Hit the nail on the head about the gameplay after death stuff. Bare minimum if they go through with it, is that if you're dead, you can't shock with Evil Eyes or blast with Yokai drones. Yokai still able to move around, just can't blast with it. It's still an insane buff to attackers.
I am pretty happy with most of the other changes though and I'm at least willing to give the other ones a chance.
In regards to the drone post death change: what if instead of operator getting access to their drones in their inventory, it would work as if their are the 5 drones at the start (during drone phase) then after those initial 5, attackers that die within the first minute of the round can spawn up to 2 drones that they control (These two drones are in a pool for all attackers that die early). Attackers that die after that timer can only use the drones they deployed after that 1 minute and/or the original spawn drone. This would make it to where the are only 7 drones (+ drones deployed by attackers after the first minute) at max rather than 10 for free with no consequences. This addresses the issue where a player who dies early can still help the team despite they’re early death.
I would like to try Echo with the SuperNova Shotgun and the Bearing 9 on the TS
Well did you try it
@@gamboi1257 i did. If the update with the Bearing 9 and the changes to the muzzle attachments comes, the Shotgun SMG Combo will be useable.
E.g.: Echo with the SuperNova, Bearing 9 and the shield on the Bedroom/Office site on Chalet. Realy nice
It can be seen as a substitute for Smoke
tldr: melusi is useless, bodies are now transforming into that operators icon, you can move your drone after dying and evil eyes can now be meleed and the class with shatter, making it opaque, and same with bulletproof cameras, which can now shoot fucking lasers. The bearing 9 is now a laser beam. That’s all that matters
Echo should have gotten his ability to deny plant tweaked. Say it’s the last few seconds on the clock defuser is down, 0.00 seconds planter gets hit with yokai. Instead of closing the diffuser and giving up the attacker hits back space and types the password again. The timer to defuse is reset but as long as the attacker’s holding plant the round will not end forcing echo to deal with him personally.
And why not remove ot entirely then? Pointless
@@miceatah9359 what’s ot
HP system *has* been changed.
When it was first proposed the formula wasn't perfect and there was 2 points of difference which technically could make the difference.
However they actually changed the amount of proposed health per each armor in the test server. 3 and 2 armors have *less* effective hp against bullets as previously proposed and currently.
And dude, bullet proof cam upgrade is to counter drone after death for attackers, obviously. So it'll make it less op, the dead defenders can stop drones from getting into site.
Yeah, but that would mean you would always have to bring bp cam over other useful utility like C4 for Mute or Impact Nades for Vigil
@@xinikal_ it is more that you actually a have a reason to bring a camera over a c4. it isnt like you don't have a choice. especially if you are bringing mute you already have the drone counter
I'm so happy, my girl Finka is getting some love...
I think a good way to balance it would be
-doesn't affect recoil
-doesn't make a loud noise in your ear
-clears concussion flash etc
-make you resist against concussion flash etc
-gain 25 base hp (up from 20)
recoil thing might sound like a nerf but the moment you learn to control the recoil Finka became a hindrance
removing the loud noise wouldn't distract or muffle the enemy sound so you don't get caught offguard
I really hope we get more attachment changes with cons and pros like Recent Cod I really like that system and see these muzzle. Changes as the first step and hopefully they can continue and add more attachments like stocks and barrels and good lord magazines because I don’t know why they like giving you 20-25 shots per mag.
Anyone else never been more excited for a Gregor upload?
Attacker Operator Concept:
Someone that can place an EMP jammer kind of like mute that jams or disables defender gadgets within a limited radius for a limited time. Kind of like a mute thatcher combo. In theory it would have a radius and a timer similar to thatchers EMP effect. But it would affect ANY defender gadgets as long as it’s placed after a defender gadget was deployed
Gregor looking like a just hitting puberty teen lol
What I thought about the old muzzle attachments was they ONLY affected the 1st shot recoil due to new recoil changes we've got since Operation Grim Sky.
They did realized they had to do something with it.
I think a good idea is maybe giving drones after death a passive sound cue they emit (probably from the antenna that those drones have) such as a high pitch sound or rhythmic beeps. That way they still have utility, but makes it so that those drones aren't as useful compared to a live operator's drone
I think it would already help a lot to not implement the usage of your drone mechanic. Like, if those who died can only relocate their drones and not scan, ping, use the Twitch laser, the Zero laster, the Maestro laser, the Echo thingy. That would be a nice change I think, cause it would get rid of the denial capability of Echo, Maestro, Zero and Twitch, but it would be helpful for the attackers and in general for "keeping players invested in the round after they died" like Ubi intends
You may be doing the thing where siege creators look at the thing and comment on the thing but you are the only creator that I continue to watch despite not playing siege any longer
there should be an option in the settings to disable finkas recoil effects. This would be helpful to high ranks without nerfing her in lower ranks.
I don’t think that would make any sense cuz it’s a gameplay thing, not a setting you can just turn off and on
I just want maestro to be able to move his camera while he’s dead I don’t care about using his shocking camera lol
Same
Being a maestro main myself i wanted this for a long time
This would be great, but it’s a good way to know if he’s alive or not, so this will confuse attackers alot
@@user-qr5vt3yz3q well they can just simply know if he’s alive or not by knowing he’s alive or not
Here's the thing with Maestro and Echo still being able to gadget after death: Most defenders just place something down and it continues to work even if they're dead. With the majority of defenders, you will still help your team even if you die. The most Maestro and Echo could do before is ping if their camera is in the right place and facing the right direction and hasn't been destroyed.
I don't think it's going to suddenly be OP that Maestro cameras can zap you after death when you can still destroy the camera and you have Aruni who can deny every entrance to a room with lasers that can only be temporarily be disabled and anyone can reactivate. I don't think Echo is suddenly going to be OP because he can drone as normal to stop you planting when it takes less than half a second to look up and one-tap the yokai.
All this change does is bring them in line with other defenders and give dead attackers something to do.
He's back doing the thing the youtubers do again. Next he'll be arranging pictures on a graph labeled S through F
The Nokk change just radically changes the operator. She used to be Sam Fisher before Siege type of operator, and if you played out smart, she could be really really dangerous. Now she is more of a bodyguard type operator. It is very dangerous for her to move solo, but she now can escort a player with defuser for example and clear rooms on the way to the bomb site more effective then some other operators, because she is immune to most of the traps and other operators probably have their own jobs on the map. This makes her a lot more of a team operator, but I never really had a problem coordinating with my team as Nokk, it was just different from other operators. And assuming Ubi wanted to make Nokk more versatile and not change the way people play her entirely, this change isn’t really good for that matter
As a Nøkk main, I think the removal of her silent step is just a straight up Nerf. The whole reason I use her is so I can get the drop on people that couldn’t hear me coming.
The SMG-12 needed a buff. On console it is literally unuseable but Ubi doesn't care about console so idk why it's getting a buff.
Thank you Gregor now I know how to feel about the new season of year six
I discovered bullet hole peaking in a very "tactical way" as you put it. Back in y2 after I got sprayed at through a wall I went and used the holes from his bullets to peek and kill him, and I still try it sometimes. Overall I'm glad they are removed because it is too easy to make your own and peek them, but it was a nice way to kill someone who didn't know exactly where you were but shot all over anyway
if they add droning after death I think a step to balance it could be making it so drone-based abilities can't be used after death, echo can die and drone around but can't use the sonic beam and mistro cam move around but not shoot lasers
The drones should be limited after death : distance travel, battery, working range from the last activation, maybe move slower and no jumps, limited jumps, etc.
SMG-12 Buff is good for Dokka and Warden too.
I feel the center should only open up when you get within half of the total radius of the slow circle it creates so basically only when ever you are being slowed down heavily will the center open up to be shot.
That would be absolutely pointless might as well just melee it lol the change is good as it is now u just have to use a little brain when placing
I'm gonna say the most annoying aspect of Echo is that he denies plant. It's a pretty get out of jail free card and creates a lot of frustration. Rework him to have his drone blast stun/destroy drones instead. Adds a new counter to the drone changes and fixes the Echo problem. Maestro you could just give limited ammo to the turret or a very long recharge after all the bolts are used for a "magazine".
Essential alternative they could add is someone that connects an item to the wall they sort of somehow destroy the items but it also could deploy some kind of cover. But he can only do this for three walls.
I think getting a wall open via means other than 'throwing an electric ball at it' is an important part of the tactical meta, instead of adding Thatcher alternatives, I propose that ubi just completely changes Thatcher to a different operator or does a significant rework. My proposition would be making Thatcher EMPs more similar to frags, eg a radius that doesn't travel through walls.
the whole breakdown of the "win-delta" chart you did completely explains my feelings about the siege's operator meta.
Why Jaeger is so important, and why he's picked so much. Why we need better thatcher alternatives, please give kali a better gun and such.
Gameplay After Death on Attack is a good thing for the game. Defense already has a massive advantage because of the preplanning phase and the intel gatherers like Valkyrie, Echo, Maestro, Pulse etc. Perhaps to balance it out they should just allow one drone or limit it's movement, like Gregor suggested.
Yo bro I bought the disrupt weapon skin so does it support all of you or just one?
Did I understand correctly if I say that the flash hider, which used to have a first shot recoil decrease and a horizontal "diamond pattern" recoil reduction with values just below the other two muzzles, now only has a vertical recoil reduction affecting every shot of the burst?
I dont mind droning after death, but echo drones and maestro cameras abilities need way longer charge rate when echo is dead. Like 45 seconds recharge gor single burst and maestro laset cooldown much slower and heat up faster.
I'm interested as to why in the barrel attachment rework,they did not mention the extended barrel or the Suppressor,so we can expect them to be the same as old then?
I remember back in the days that the B9 was basically a laser gun(before all the machine pistol nerf(Before Para Bellunm)),I even used it as Hibana‘s main weapon sometime in the smaller map
Gregor is my favorite person to hear about the thing and the changes to the stuff
2:34 Advanced Placement making end of year exams
I'm loving all the new changes except the "gameplay-after-death" BS and the fact that my only keyboard is f***ed.
timed control or limited control would be a way to balance it
Hmm, maybe an op similar like Thatcher.
The one thing that comes into my mind if an op that uses the emp pulse from the division 2.
Range depends on how long left click is held (short for wide, long for forward cone).
Has to get to the area vs Thatcher throwing the nades.
Cant get Jäger/wamai sniped.
To be blunt, there need to be more Thatcher and Jager alternates. They need to do the Kali/Wamai season another two or three times.
I think adding the ability to have teammates who are still alive, be able to use active drones of other players. I think this would be a little more fair. Or maybe require the players who are alive on defense be able to pick up dead players phone to work the drones.
While mathematically the HP change makes sense on the surface, there is alot of rounding and flat damage effects that will now need to be rebalanced. meistro, now weaker vs higher armor, more hp to hurt. walking in to zapped wire. any armor ignoring damage is now effectively weaker, and shots to kill needs to be double checked to ensure no outliers occur.
I honestly want the drone after death thing, but I don't want TWO drones with infinite range.
I was thinking like, one drone can be controlled and it's got maybe 20 or 30 seconds of movement( so you could do the same sorta quick scouting as you would in the prep phase, jumping or using abilities takes a chunk outta that charge.
So yes, you can do some stuff with your gear after death but, It's a limited amount of support.
Twitch drones going "Dead" after a single shot, Maestro cams getting two zaps outta the cam so it can kill a couple drones or maybe finish someone that's really low, echo being able to fire one blast and one only, stuff like that.
I just kinda hate the helpless feeling I have if I drop early, even with all the prep that I do and if you have a very limited amount of charge to work with, you'd still have to do some prep work to make sure you're within range of your intended objective so that your drone doesn't just die before you achieve what you're doing. They could also make the drones louder when it's a death drone.
I won't be mad if this doesn't go through, but I'd have liked to try it out
That joy wave comparison was so true and I didn’t even see it
Incoming opinion from an Echo main: Droning after death is a very bad idea. Even with this change being a major buff to Echo, having an operator straight up win the round for his team after he dies is extremely unbalanced and doesn't punish that player for making a mistake, the mistake in this case being dying. Echo has always been able to influence how rounds play out after he dies as his Yokai's still provide valuable information, but this actually encourages teamwork as opposed to droning after death, where Echo can just win by himself.
I feel as though this argument alone should be reason enough to abandon the droning after death change, and that doesn't even take into account how the change would affect Maestro, Mozzie, and every attacker in the game. Not to mention how Echo's ban rate would skyrocket just like Gregor said, and every game where he doesn't get banned would make IQ a must pick. I already had to suffer through him having a high ban rate before, and I would prefer to not have to go through that again.
Also regarding the Bearing-9 buff... Let's fucking go boys. It's finally back after sucking for like 3 years. Hell yeah
Never thought I would enjoy seeing someone make a graph so much
Imo the drone after death mode should be very limited. For example, moving a drone, scanning, or activating a special ability while dead should drain some sort of resource. Brings in the idea of putting drones in good hiding places on attack so that they can do more when you die, and makes it worse for defenders like maestro and echo as their shoot abilities are always charging, depleting the resource above.
I know it would change her identity, but I really wish Kali had other primary options. Even if they were crappy guns like the MK17 or AK-74M, I’d certainly consider bringing her more often.
They should force operators like Twitch, Maestro, Echo to only have the droning from death but at the exchange of while they are being used, a power bar drains that slowly begins to cause a mute effect and begins nerfing the gadget. After the bar drains (after 25-30 sec. later), the gadget will be completely inactive. This does not apply to people who weren’t playing these operators and default drones/cameras.
I may not play siege anymore but I'll be damned if I miss any of Gregor's content
I think for echo he should be able to drive the drone but can’t shoot out of it, for maestro either he can move the camera but can’t shoot or he can shoot out of it but when he dies the shutters stay open
Caveria when she realizes that she is not the mother of Nokk any more.
for the problem with thatcher being one of the only people disable gadgets i think that dakbe should be able to disable a certain amount of gadgets many 3,4 or 5 it would be a huge buff to her and heavy help the thatcher problem
I think the only way to balance jager is to rework his gadget in a way where it doesnt work ANYWHERE, i think in some way he ahould have to actively use his gadget or at least use more thought when placing it, perhaps it can only destroy projectiles that go in front of it ?
Good thing Joywave makes some solid music. Maybe that's the hair/mustache combo of creative talent
How bout drone after death until a certain point like last minute so that positioning is something you have to consider and it would remove maestro and echoes ability to clutch from the tombstone
I think if drone after death is a thing even if i oppose it i think you should be able to move the cam and in maestros case open the cam to see but not shoot and use the abbility for twitch, maestro, zero, echo
I hope that ubi will be as much invested in buffs that it is in nerfs
I think people picking up the phones of dead friendlies letting that one allive guy operate the dead teammate's gaged might be better.
So the 1v5 clutcher can pick up twitches controller on attack or echo/maestros controller from the dead body and be in control.
The 'dead operator control' simulates some random bloke in an HQ - suddenly having them controlling echos drones but friendlies in the field can't acess them?
Default drones and shooting with bulletproofs is already so strong.
Dissolving bodies with the holo icon and a control device to pick up on the icon.
A dead twitch naturally becomes a secondary objective to deny attackers (one attacker) further access to the zappy drones.
Does the flash hider change affect the smg-11?
If so then smokes hard nerf will slightly be balanced out.
I also feel that maestro shouldn't be able to shoot his camera, but move it around same with echo.
I think the ability to drone and use a gadget after death is fine, but the ability to ping should be removed from attacker, mozzie and echo drones. Also, Echo should not be able to concuss attackers after he dies. It'll force more communication from teammates and reduce the amount of headaches the change will cause. Maestro evil-eyes and bulletproof cameras being able to still use their abilities after death is okay imo, since their stationary. They should, however, have a limited amount of charges for the zap/emp ability after death.
Attackers droning after death is cool, especially since it can be countered by defenders with EMP cameras. The caveat that you already mentioned is that Maestro and Echo would be absolute bull. If you can move around and give Intel that's cool! You just shouldn't be able to actively change gameplay by using Twitch zappies or Maestro and Echo stuff.
I feel like you might be able to fix your first problem with gameplay after death by allowing you to use the echo drone/maestro cams but not be able to zap/disorent
I think drones after could be interesting and I understand why they are trying to keep players more engaged during the rest of a round.
I think a good middle ground would be to allow dead players to have full control to move, ping and scan with any camera system, but not use any abilities. If this provides to be a further problem, then maybe dead operators can move the camera devices, but not use any abilities, ping or scan.
I like Finka's recoil benefits, it probably because I'm on console. Do you think they'll remove the audio that plays when you use the nano burst or is that part of balancing it?
I kinda wish they gave the F90 to thunderbird instead of the spear.
the Joywave reference caught me off guard, I've been listening to them since Tongues came out and they've always been a tiny little band to me.
What is that area of effect thing at the bottom