I've been thinking of this attk jager idea for years, a heavy little device you throw like ram and works like this: 1 can catch either attack or defender gadgets and is bullet proof. 2 after destroying that gadget it flips into demolition mode losing its BP status and acts like a goyo canister fire and all. All the different types of synergies and chain reactions would be crazy.
Quick question, I love extraction, what do you think Ubi could do (say if the where to re continue extraction) to bring extraction back to make people play it and also add more content at the same time?
What if instead of a jager attacker we have an attacker who throws a gadget into the room and his gadget will scan for any device placed by the defender in that room for like 5 seconds. It can be valk, proximity, pre place c4, ela, kapkan lesion any defender gadget
I think Ianas Gemini being able to effect proximity gadgets (Grizmot mines , EDDs, razor blooms , proximity alarms, Banshees, F-NATTs etc.) would be a good buff as it give her the ability to remove some traps and find better routes for herself/teammates or distract defenders and it would give her more uses against some comps while not being a must pick like she used to be when she had grenades, gone-6 and countered Aruni when she was more popular.
why not, rather then triggering it make it like a semi ping for the gadget like you know theres a gadget on the proximity of it but you dont know what it is(for balancing purposes and for IQ sake)
@@lunawolf. I mean a few can probably be extrapolated to be based of light or on light waves of a large humanoid target and really allot of gadget don't follow realism and more so go for balance like defender gadgets being immune from electricity or defenders not setting off traps like frost matts or Gu mines when standing on them.
Honestly, I think wamai couldve been an attacker. A throwable disc that charges over time just seems like a balanced way to implement it so it isn’t too op on rush plants. I do think the discs lend themselves to defense more just due to throwables being more common on attack.
Attacking Jager device could be a drone. It would need to be brought in without getting shot, jammed, or captured by mozzie(which would allow the defenders even more grenade protection).
the drone would have three charges and zap defender util. maybe the operator would have two drones so it wouldnt be too broken kinda like brava but it destroys util instead of hack it
The problem about the Blackbeard rework is that since he is a shield operator with an assault rifle he basically covers himself with a shield like Osa (I am comparing with her because she is the closest thing to a shield operator with a assault rifle), able to melee with it like a shield operator (cause he is one), and while shooting he has better cover than Osa. Personally I think he should get his secondaries back and can only use Primaries while it is down or something else that would solve this.
I agree with you however his draw time as a shield op is slower then all other shield ops especially with attachments so that is something to take advantage of through teamwork and basically defense blitzing him
@Darkviate Yeah, but then you realize that it is not that much of a downside for that many upsides and running irons has already been done with other shield operators it was just simply forced (also they were pistol sights so they were bad ones) which now you have a shield operator to not only have sights like Holo B but also ACOG.
A cool thing I thought Iana could get is her Gemini clone makes the sound of the weapon that is currently equipped when pressing whatever your trigger button is
Rook Buff idea. Lets be honest, barley anyone uses rook anymore because his gadget is just very underwhelming. I think a way to fix that is when you are downed with rook armor, you should be able to use your secondary weapon. This could make rook a better team player and a lot more dangerous.
The attacker ADS could be a shoulder mounted lazer device (maybe a bird motif) at has an ability bar that ticks down when active (10sec total time) and affects a 5m radius around them (or a 7m cone in front of them). That way it’s balanced around predicting a defenders gadget use. Op could be named something like Canary.
I honestly think they should give T bird a new buff they could make her healing stations not be available to attacker unless hacked by brava due to that it is electric or give her a worse gun with an acog what do you think?
For Siege 2, I'd love to see a heavier focus on realistic armor design (obviously more realistic cosmetics but I'm also referring to the actual nature of armor). Divide operators into the same 1, 2, and 3 armor tiers they're currently in, but have that actually reflected in what they're wearing (Bandit is a 3 speed, cool, he's just wearing a tac vest, similar to Pulse, no plates or bullet resistance). I know they'll never do a truly realistic system like Tarkov, which is fine, I've done my complaining that the game is far more Siege, than Rainbow Six at this point, so I feel like this is a good halfway. Another idea I have is having a realism mode, no operators, R6 Vegas 1 and 2 or SWAT 4 style, you create your operator (breaching charges, frags, flashbangs, the whole 9 yards, you pick what armor rating you're bringing, you choose not to wear a plate carrier? cool, 7.62 x 51mm is ripping right through you and you're dropping like a sack of potatoes. Also, in general... make calibers and barrel length matter. I saw someone complaining about Jackal's primary having such high damage and I wanted to laugh at them. 5.56 out of a 20 inch barrel is absolutely booking it, hell yeah it's going to hit like a truck when considering the transfer of energy. Essentially, make the game Rainbow Six again.
No crying out. The only thing they should do Zero's cameras now is to make them recoverable if they're on Zero's reach. That way I wouldn't end wasting them on barred windows.
@swifty5769 what are you talking about? He can't. I tried it. Do you think I don't know who he is? He's Sam Fisher. I've played many Splinter Cell games. I know Sam can recover his sticky cams in many of Splinter Cell games, so this was the first thing I've tried when I played as Zero.
I have been pondering this for years. The attacking gadget that intercepts defender projectiles is built into their body gear. Make it a cooldown gadget where you can use windows of opportunity but is disabled or restart a timer for it after one throwable
Attack Jager has been talked about basically since the start of siege, and I think the only way you can make it work without making it overpowered is to have it be a something with a fairly lengthy deployment that requires a physical motion, and have them be veeery limited use, like 1 per gadget, with a total of something like 2 gadgets entirely. If it's not like this it just absolutely invites an extreme attacker rush meta and/or a permabanned operator. I cannot imagine that the devs haven't tested concepts like this more than once of the years and just found it too hard to implement properly.
i kinda like the idea of a op with a gadget where they shoot a tiny bullet that tracks any defender gadget, secondary gadget in its range and destroys it even when its being thrown by a defender like a c4
I think a cool idea would be to eventually give the deagle to Deimos as a second option for deathmarking. It would fit his heavy hitter secondaries, and if it had a new custom scope, it would add some more diversity to him while not feeling obsolete.
For finka, a rebalance would be give her charges, so she can select teammates like how deimos selects opposing forces. Give her limited charges with an overall cooldown of like 10 seconds, and an operator cooldown of 25 seconds. So she can heal a second teammate 10 seconds later, but not the same teammate she just healed as that cooldown hasn’t expired.
For an attacker Jaeger I had an idea: South African Attacker "Vang" (Translation: Capture/Catch) Places a sentry that launches expanding foam at projectiles, covering impacts preventing detonation, and can reduce the range/damage of a nitro cell (or add a 2-3 sec delay) Weapons: Vektor R5 (Stats similar to V308) CAMRS
2:03 I just had a really cool idea of like a reverse magnet like Tony Stark’s heart or an electromagnetic shield like Dune where it doesn’t deny projectiles but reduces damage from them like repelling shrapnel, a selfish gadget sure but you’ll want that guy holding the defuser as they will survive a nitro at low health from like a pulse bellow them
Thorn is in need of a rework and I was thinking if an attacker is hit with a razor bloom they should be stuck with a tracker that pings their location if they stand still for too long. The tracker could be removed like a goo mine. Or the razor bloom could cover an area in barbed wire to slow a push.
Buff fire so it’s extremely dangerous, maybe having a spread mechanic or breaking floors and walls, but with it comes an operator who puts out the fire. This would add a new dynamic to area denial as you could bring goyo and tachanka to have an extremely dangerous area denial gadget but has the risk of getting easily countered, or bringing a smoke that can’t be countered but is weaker than the fire.
I think adding some new/more interesting attachments for everyone to choose from might be interesting. Some quick ideas that come to mind: Extended mags (with exception to maybe like lmg's and shotguns). Doesnt increase your ammo count, just gives you larger mags and maybe an additional trade off of not being able to use a grip or increasing reload time. A bipod that reduces recoil if prone (tho i do recall they removed the general mechanic a while back) Stocks, tho from a realism standpoint, prolly nothing to add here, but if we stretch things, they could lower time to switch between primary/secondary or reduce time for aim to reset after shooting. somethin like that.
THORN REWORK: What if we made her gadget work like smoke? Ex. Someone is planting behind cover. You throw the razor bloom (same distance and speed as a C4), you activate it, and after a 2.5 second delay it detonates. Pros: better repositioning, deadlier than Smoke or Chanka, punishes distractions, can't be destroyed beforehand. Cons: less area denial than Smoke or Goyo, takes time to detonate so it can be shot or avoided, doesn't destroy utility like a C4. What do you think? PS. love your content and happy new year
Hey Kudos, what do you think of this concept for the new attacker? I believe we will definitely need this for rainbow six siege. Attacker Concept: *Táctico* Northern Mexican Male Attacker: *Táctico* (Translation: "Tactical") *Real Name:* Javier Vargas; Javier means "bright", hightlighting adaptability and Navarro means bold and commanding, evoking strength and bravery. *Faction:* Ghosteyes - I chose this because it is best fit for Táctico to be in Ghosteyes faction due to his tactical playstyle and it matches to Ghosteyes's style. *Speed: 2 Armour: 2* Before diving into the description of his ability, I feel like the game need the first operator with an active passive: an ability that is always on and cannot be activated or deactivated. This could introduce an interesting concept and new gameplay dynamics in Rainbow Six Siege. Rather than having a special utility or ability, Táctico will have an active passive called *"Tactical Engage"*. Essentially, everything he does is extremely tactical and much more efficient than other operators. For example, instead of having the normal running stance (like all operators except Warden/Zero), he will have a tactical running stance that allows him to run faster (similar to Call of Duty’s tactical running). However, this will make his footsteps louder. Another example: instead of taking off his weapon to throw gadgets (which puts him in a vulnerable state, like all operators except shield operators), Tactical Engage allows him to throw his gadget while holding his weapon. Of course, the trajectory of his gadgets will be weaker and have a shorter range, but it won’t affect his accuracy. Another example: instead of breaking barricades three times with a melee (like all operators except shield operators), Táctico can perform a dynamic entry (kicking the barricade) in one hit. However, this will make barricade breaking much louder. One more example: instead of swapping weapons slowly like other operators, Táctico can perform a quick draw, allowing him to swap from his primary weapon to his secondary weapon much faster. This will reduce the accuracy of his secondary weapon, though. There’s more to this, but you get the point. Everything he does is extremely tactical, but each action has a significant disadvantage. *Loadout Options:* *Primary: PP-M1 (New Weapon!! It is featured/seen in Tom Clancy's Rainbow Six: Lockdown.)* This is a great and balanced choice for Táctico because it’s small (supporting fast movement) and has a short reload time. However, it has a smaller magazine size, a slower fire rate, decent damage fall-off, and slightly higher recoil. Also, does not have option of 1.5x sights. *Primary: SG-CQB* This weapon is great for Táctico, allowing him to make holes, fight at close range, and create rotations. However, it doesn’t offer great overall performance and will not have undergrip option and 1.5x sights. *Secondary: PRB92* This is a balanced pistol for Táctico because it offers decent damage and reliability, but it has a longer reload time. *Gadget Options:* Impact EMP Grenades: These will allow Táctico to disable traps, giving his route/entry much more safer and efficient. Frag Grenades: These allow him to deny areas for a short time, destroy utilities, flush enemies out and get gadget kills. *Notes:* Táctico can perform a dynamic entry on Castle's barricade, but it won’t be a one-hit break. It will likely take 5 or 6 hits to break it. His tactical running stance will have a gauge, similar to the drone boost. This means he won’t be able to perform tactical running indefinitely. The gauge refills faster than the abilities of Nokk, Solis, Vigil, Caveira, Iana, Clash, or Warden, but it doesn’t have a strict limit; it just has a duration and a refill time. There are more notes I need to list but I want to make this paragraph short for yall to read.
3:17 to rebalance this gadget, the operator could have an underbarrel taser that works like grims launcher. it has 2 modes a passive protection where its launches a wall like the obs blocker where any gadget that passes is emped for a small duration. a defender that passes through it is stunned like clashes shield. the active mode would act just like a taser stunning a defender with a direct hit and for gadgets, acting like a pocket emp
Nøkk should get a dedicated mini-rework imho, since her kit is pretty messy right now and i dont see a single buff/change clearing all of that up at once. I generally speaking like the direction they went with the latest change, but they simply have to do more about it. Give her a consistent AR (personal wish: AR15 CQR, google "Nøkk CQR" for reference) and make her gadget a toggle, that works similar to Glaz (ideas below). I think she should either be 3 speed, or her gadget should reduce noise depending on what movement she does (crouching: high noise reduction, walking: a little, sprinting: glitching noise). Gadget toggle rework: She can toggle the gadget, with the only timer being needing to wait 10-15s inbetween and each toggle makes a distinct loud noise too (to prevent constant switching). Depending on her (movement) actions, she is basically in one of 4 states: 1) strongest effect: when crouching, slow-walking or standing still: reduced noise (30-50%, she should be at least as quiet as a 3 speed operator crouching, because otherwise we will have no reason to pick her for stealth tactics over literally any 3 speed operator), fully invisible to cameras, and maybe: she will slightly reduce the range to trigger proximity gadgets (proximity alarms, banshees, thorn and ela mines). The effect should not be huge, but there should be some small interactions asides from cameras to increase the value of slow movement even when nobody is watching the cams. 2) medium effect when walking: a little reduced noise (10-20%), invisible, but Vigil's stripes are visible within a rather large area. I'd say within 3 rooms all cameras get the same intensity of the stripes. It should not help find her, but just make people aware there is a small chance she is near. 3) glitching effect while shooting, punching, droning, rapelling etc: just like it is right now, but with the added stripes. The effect will however linger for additional 3s after the action is finished (except shooting i'd say). 4) negative effect while sprinting, maybe vaulting: the effects are lost completely (including being visible to cameras), and she will make a lot of glitching noise to the point where it has to be reconsidered before you want to sprint. My main issue here is however, that currently the punishment is not limited to the time while she does any glitching action, but is basically a long term punishment, thus players tend to avoid those actions at almost all cost. The effect will also be followed by 5s of the glitching state (3) as a further downside. Overall, that rework would aim at making her much more consistent, reward players for slowing down (with her primary fitting that playstyle), but also making the downsides only relevant if there is any opponent to exploit it. The gadget should not empty down from as little as opening one barricade, shooting a single mag and vaulting one or two times, thats just punishing the player for literally playing the game while her gadget is active. Feel free to add ideas or concerns, but personally i think, even if my suggestion (obviously) would need some testing and tweaking, i think the general concept would be good and there are enough ways to adapt this into a well rounded gadget.
Imo just make her main ability more usable, what i mean is let the player use it more by just increasing the recharge rate of her ability. It's way too slow rn and i go for 5 seconds with it on and wait 50 seconds for that to recharge, which is borderline useless.
@unknownT17 honestly she was better when she would constantly lose duration, it honestly really killed me wanting to play nokk because of the horrendous recharge time
I know a while ago you made a video on Rainbow 6 Sieges defense problem talking about how its easier and some cases stronger overall than the attacking side. There are a multitude of reasons why this is true, one of the bigger ones being how defense has to mainly run down a timer. But i think a smaller but still big part of this would be the amount of "Hidden" or sub abilities that the defense has (Oryx Hatch jumps, Cav interrogations, Alibi disguise, etc.) And I just feel like it could be extremely beneficial if we had more of these on attack. Thoughts?
I think it'd be interesting for a new shield op that can catch projectiles reset the fuze/timer and launch them. Making a sort of active use ADS that can also be comboed with teammates. Since this theroetical op wouldn't have throwables of their own.
Hey Kudos, what do you think of an operator that can take getting hit in the head (As the gadget or a passive), but it'll still down them, and to balance make it so you have a constant concussion stun effect until you are healed or smth
I had an idea for a soft Clash rework; I don't think she's a huge problem in terms of balancing but a lot of players find her really obnoxious to play against, so I wanted to see if I could rectify that: - Clash starts the round with one charge for her CCE Shield, and will gradually gain more over time; she can infinitely gain charges but can only hold 3 at one time, similar to the sonic bursts on Echo's Yokai drones. When pressing the active ability button, the CCE Shield will release a burst of electricity akin to a single taser shot which can hit any Attackers within it's 5m cone radius, reducing the affected Attacker's movement speed by 30% for 3.5 seconds, as well as dealing 15 damage, before going into cooldown for 6.5 seconds.
I had an idea for how to make recruit feel more versatile and creative. Maybe I’m not the first to think of this, but here it is: For speed and health, allow players to select their distribution In terms of weapon choice, they could select any weapons available on their respective side (Striker on Attack, Sentry on Defense), excluding primary gadget related weapons (ex. Fuze shield available, but blitz shield is not). (I imagine this could get hard to put in a select screen, but I think it could be sorted by which operator you’re taking a weapon from for both the primary and secondary seperately) Questionable part of the idea: if you select one speed, weapons get access to an acog on defense (weapons like the BOSG or TCSG would already have an acog available) Pretty much just hard leaning into the player expression and creativity with ultimate customization.
Here's a good idea. Operator name: Hades Real name: Thomas Collins Place of Origin: United States, West Virginia Primary: Whinchester 1863 lever gun (iron sights or custom 4x only) No secondary Gadget: Molotov Ability: while in use, his lever guns bullets will be noticeably louder towards defender's and himself (Lasts forever but can be safely used for 23 seconds) Example: defenders start breathing heavier and audibly distressed which will be heard by everyone. Counters: while his ability is being used he wont be able to hear as well. using his ability for too long will make him become deaf. Skopos is the only counter to his ability due to it being a robot and not having human emotions. (obviously) Lore: Thomas was always fascinated by his surroundings. During his childhood an teenage years he would be always out hunting or fishing with his dad. Several years later he joined the military to then become a sharpshooter for Rainbow, but during his time in deployment his father passed away tragically by a hostage situation gone wrong due to Thermite accidently setting off his charge too close to civilians which killed his father. Enraged by Rainbows lack of punishment towards Thermite, he left Rainbow to then be recruited by Deimos in his new organization the Keres Legion to destroy Rainbow and avenge his father's death.
For attacking operator to counter the defense projectiles, I think it should be a ability that takes the operator out of the fight, either force them to be on drone to use it, like or be like nomad where she can’t use her rifle while providing the support. The gadget I think should effect the defending gadgets different, it should destroy the explosive such as c4 and impacts, but for smoke or Tachanka, it should activate it instead of destroying it. I honestly think smoke should be more like a goyo gadget, where when it is destroyed, it releases smoke.
the 1st op concept should just be the Nokk rework. Make her a jammer. Nokk would disable everything in a radious of 3 metters around her. This brings back that Nokk that was inmune to traps while also giving her a new playstyle focused around the execute of the team.
Also, I'll say it again, we need an attacker with a drone that can make fake sounds like a vault or planting sounds. It would potentially distract or confuse defenders and would be easily countered
I think that defenders should be able to be picked up the defuser. attackers will still be able to see the defuser at real time and it can lead to really interesting games
Ive been coming up with concepts for ops for years. Ive literally almost been down to the very final ounce of details with some actual ops that came revealed over time. Ive done been saying we needed a Jaeger on attack for years now. Be a throwable gadget similar to probably a Kaid claw in design with like a barrel of some kind sorta like a firework. Idk but still that is what Ranked legit needs. Simply using Brava to hack a Jaeger or Wamai that's even placed in the spot you go to is almost practically impossible to predict
Instead of just removing the acog from defense entirely, I feel that they sould be compensated with a 1.25 or 1.3 zoom scope. I do feel like the regular holos are balanced but in certain instances using a 1.0 is hard at ranged gun fights. So giving them all a some what zoomed in sight could help the balance if they all lost it. They could remake the holo D into one of these or just use some inspiration from some of the sights from cod mw3 (more recent) and bo6.
The op could have a shield with a repulse magnet so you press a button and for a second you can send back whatever they throw at you. Probably have it make charges throughout the round
The thing about A.D.S is the defenders need them to stop the attackers from gaining ground easily, especially with the amount of throwables they could bring while on the flip side, how often are attackers being riddled with throwable util from defenders? It just doesn't happen, plus C4 can be avoided or hit with a emp if your quick enough and impacts, well... explode on impact forcing defenders to expose themselves if used aggressively unlike attackers that can just bank util around corners and cover
Hey Kudos! Hope you're having a good day! What if we buff the observation blockers since they are underperforming? Instead of being a wall that drones can't see through, it could be like a signal blocker where it'll affect the drones/cameras that are in direct line of sight with it making their feed slowly become static overtime until you can't see through it like when Mute hacks your drones, but compared to mute you'll still be able to control your drones you'll just be blinded For example if an attacker has pre-placed a drone in the bomb site and an observation blocker has a line of sight with it, it will turn their screen blurry overtime not being able to see anything or ping, but would still be able to control the drone blindly to a zone the signal blocker can't affect it, an interesting interaction would be with Brava, if she hacks an observation blocker it'll cause the same effect for defender cameras and gadgets.
I think a cool rework for Thatcher could make the gadget act kind of like a Jager ADS and make the EMP more tactical and skilful. Instead of the EMP being a grenade, it would be like Zero's cams and Thatcher chooses when the device detonates. This allows players to cover the plant from nitro cells or other thrown gadgets and you can use it against players to disable their use of cams and disable their reticle. Making the device a little stronger for added fun, it could cut the lights out in the room making it more difficult to see. While the lights being out would be equal ground for both teams, Attackers have the advantage of knowing when Thatcher will trigger the EMP. This gives Thatcher more of a use other than disabling electrified or muted reinforcements.
I agree with a remote detonation (not timed) but imo that’s the only change Thatcher needs in terms of reworking. He’s got an alright gadget, an alright gun and good shotgun, alright utility and a bad pistol. I feel a SMG-11 and maybe the remote detonation would make him a more worthwhile pick
What do you think of an attack operator with a signal jammer on their back/shield? It would only cancel out gadgets that relied on foreign inputs, so bandit batteries or electro claws wouldn't get affected, and, depending on what signal is stronger or larger, Mute might be able to counter jam the shield and vice versa.
deagle on blackbeard could have the ability to reload with shield still up just like other shield ops giving it a real reason to be used over his two current primary options
Hey Kudos! Wondering if you’d think any of the gadgets introduced in Extraction could be fun, either as new general gadgets or as part of a new operator. The Scan Grenade for instance could be fun, but would likely be very weak if available for several operators compared to being the gimmick of a single op; but at the same time being available for several attackers would help lineups which don't contain any intel ops like Dokkaibe or Jackal - and the Scan Mine could similarly be an interesting defender gadget (though for balance purposes would probably go off for a few seconds and need to be reset - possibly bulletproof until it's activated? probably a lower range as well, or have it be blocked by walls and such)
For bb deagle since it is also a pistol i don't see why he wouldn't be able to have the ability to reload from behind his shield along with the upsides and downsides of having a deagle as a primary (no big gun, smaller cap, etc etc) It'd be like having a primary that has more defense than offense
I think an operator that can basically black out the map and get NVGs to see better would be cool. The enemy team could use flashlights on their gun, maybe if they have a laser sight, it also acts as a flashlight. The attacking team would get night vision, letting them see much better than using a flashlight, but it is still usable. You could also have it so that warden using his ability isn't affected by the dark and can see in it as if he also had NVGs. It would also give a reason for night maps back. Idk. What do you guys think?
Unless it becomes pitch black like almost unable to see, as a defender why would I ever turn on the flashlight. That takes the negative of the laser sight, enemies being able to see it, and cranks it up to 11.
thats literally how he said it would work. Its a wamai disc on attack, and the disc triggers when a projectile comes in range, catches it and emps it for 5 seconds
@Henry-s3y was just expanding on the idea ...he never said emp ....if it's a magnet then it'll pull it in. if it's an emp mine it'll continue on the path it was on landing where it would normally but just being disabled...also attackers already have emp devices so it would just make more sense than a small laser or a magnet that pull a c4 the opposite direction it was thrown
Going off the topic of elite skin gadgets being updated versions of base, Kapkans is actually the opposite! His default is an updated version of his elite
Sledge buff idea, what if sledge was able to not only make soft breaches BUT was able to unlatch reinforcements but not break them to make another soft breach. The catch is that he has to be on the side of where the reinforcement was placed from to use this. Which 99% of the time the reinforcement was completed inside from site meaning he has to be in site to use it. This would make sledge a more team based operator and encourage defenders to defend instead of have everyone roaming.
What do you think of a firefighter type of attacker? It can counter fire based operators, electrical devices, and bandit/kaid and maybe be countered by someone like tubarao who can freeze his gadget
What if we had a defender gadget similar to Mozzie but instead of latching onto a drone it latches onto an attackers equiped weapon which then jams it until it is cleared. Irl soldier do have to know how to field strip and fix jams, the jam would take the same time as a dokebi call hang up and during the jam the weapon cannot be fired and the attacker must rely on their secondary weapon until cleared, thoughts?
Iq buff idea: give he a 5 shot revolver that can shoot through reinforced walls but is countered with ads and wamai's magnets(only 1 mag) also can't shoot through the bars in the floor so she would have to be pretty accurate if below
Not so hot take: black beard needs his extended barrel removed, simply because it makes body shots more effective, while his shield negates others XB users. (And hey, less polygons to download)
Do you think that an invisibility defensive operator in siege, with the right number of balancing changes, such as giving Brava the ability to short out the invisibility tech, no weapon use while invisible, IQ detection, and others? I've played with the idea through my book, but I'd like an outside opinion on the possibility.
What do you think about giving Tachanka a passive ability where he can extend the bipod in his LMG and mount it? Like, if Tachanka is infront of a piece of cover that covers up to his upper chest, he could mount it, and maybe not only hom but Maestro who also has a bipod in his LMG(I think), and it could work similar to COD WW2(2017) or Battlefield, where you can quickly mount and dismount the weapon
Ima be that guy but we already have that operator in the first suggestion, he's called Thatcher. Kudos version of the op pretty much sounds like thatcher emps/ impact emps
How about a magazine attachment for like AR's or SMG's like an extended one for more ammo but slower reload or a flip magazine for faster reload and slower aim down sight time?
How about a new op with an ammunition bag they could drop the same way as rook, that would gives on extra mag + refill one secondary gadget ( flashes, nades, breaches, etc ... ) ?
What is your stance on the weapons? Should they add more modern firearms or do you think older firearms could also fit Also do you feel a weapon class is used less or more than others and what type of weapon do you want to see more of
If seige were to add an operator with a sentry turret (an example being the engineer's sentry in TF2) gadget, how would it be balanced or would it be too overpowered for a game like seige?
Now that running irons and no grip has a purpose, I think running no barrel attatchment should also provide some sort of buff. Notably with weapons that ONLY have a suppressor as an option, such as Kaid's slug shotty and the Supernova, there's no reason not to use one on them. Perhaps bringing bsck the damage reduction for suppressors? (Probably not, just spitballing)
All right, hear me out just like how Doug will be can pick up the phone of defenders and hack. All their gadgets team goes down the defender should be able to grab the little part that’s in their body to boost and put it in there so when she boost, they get a boost just like Rook armor
What if they buffed thatcher to make it so when he throws his emp grenade it permanently disables the gadget in question but if it is pick up it and placed back down it reactivates ( I’m posting this again since my other one wasn’t seen)
Do you think a Striker and Sentry should be able to change their armor and speed? So if you are a Sentry who wants to play on site, then pick two secondary gadgets and change your armor to a three to anchor on site.
Do you think that Nighthaven operators should get new weapons due to leaving Rainbow and joining Nighthaven? This would be a cool way of changing some operators (such as buffing Pulse and Ela but nerfing Smoke). This wouldn’t change operators who joined the game later as Nighthaven members like Osa, Grim, Aruni, etc. This would also allow their old guns to be brought back through new operators so that there isn’t a weapon that too many operators have.
Couldn't agree more on the preference of how skins should be managed in this game, give me tacticool over whacky any day. It's a shame that whacky are the money makers though
What about some operators getting new weapons either for new gameplay or just fun such as blitz getting a keratos or just a different pistol or Ram getting a BOSG
Wamai as an attacker would've made way more sense than as a defender because Jager already does what Wamai does basically. Wamai would change the way attack plays more than he has ever changed defense.
People wants the D50 back on BB because he had a cool elite skin for that and in a short time (maybe they already did) Ubi will remove that skin like they did this at Sledge when he lost his SMG11. And I agree with this, give him back his D50 as a 3rd option next to the SR25 and the SCAR. Maybe it would be fun as well, I really don't see the point of having a unreliable pistol over 2 mid guns.
Do you think that Nighthaven operators should get new weapons due to leaving Rainbow and joining Nighthaven? This would be a cool way of changing some operators (such as buffing Pulse and Ela but nerfing Smoke). This wouldn’t change operators who joined the game later as Nighthaven members like Osa, Grim, Aruni, etc.
I like the idea for a mobile attack ads device but to stop a nitrt cell i just throw two emp grenades as Thatcher and disabled the nitro for the plant duration just time it for the sound of a velcrow rip
Join the discord! discord.gg/KajKExTb8e
I've been thinking of this attk jager idea for years, a heavy little device you throw like ram and works like this:
1 can catch either attack or defender gadgets and is bullet proof.
2 after destroying that gadget it flips into demolition mode losing its BP status and acts like a goyo canister fire and all. All the different types of synergies and chain reactions would be crazy.
Quick question, I love extraction, what do you think Ubi could do (say if the where to re continue extraction) to bring extraction back to make people play it and also add more content at the same time?
What if instead of a jager attacker we have an attacker who throws a gadget into the room and his gadget will scan for any device placed by the defender in that room for like 5 seconds. It can be valk, proximity, pre place c4, ela, kapkan lesion any defender gadget
I had a question but I forgot, give me a minute
@kudos can we please get this answered?
@kudos yeah I want a answer too
It’s been thirty minutes, where the fuck is your question?
@kudos an answer to this would solve all my life problems please
@kudos answer. Now
I think Ianas Gemini being able to effect proximity gadgets (Grizmot mines , EDDs, razor blooms , proximity alarms, Banshees, F-NATTs etc.) would be a good buff as it give her the ability to remove some traps and find better routes for herself/teammates or distract defenders and it would give her more uses against some comps while not being a must pick like she used to be when she had grenades, gone-6 and countered Aruni when she was more popular.
Since its a decoy and there for mainly maid if holograms or light it wouldn't trigger the proximity devices
why not, rather then triggering it make it like a semi ping for the gadget like you know theres a gadget on the proximity of it but you dont know what it is(for balancing purposes and for IQ sake)
@@lunawolf. I mean a few can probably be extrapolated to be based of light or on light waves of a large humanoid target and really allot of gadget don't follow realism and more so go for balance like defender gadgets being immune from electricity or defenders not setting off traps like frost matts or Gu mines when standing on them.
Honestly, I think wamai couldve been an attacker. A throwable disc that charges over time just seems like a balanced way to implement it so it isn’t too op on rush plants. I do think the discs lend themselves to defense more just due to throwables being more common on attack.
Attacking Jager device could be a drone. It would need to be brought in without getting shot, jammed, or captured by mozzie(which would allow the defenders even more grenade protection).
the drone would have three charges and zap defender util. maybe the operator would have two drones so it wouldnt be too broken kinda like brava but it destroys util instead of hack it
@@swifty5769bro twitch exists in game 😭
KUDOS... ITS RELEASING 🥵
All over my screen...
What?
The problem about the Blackbeard rework is that since he is a shield operator with an assault rifle he basically covers himself with a shield like Osa (I am comparing with her because she is the closest thing to a shield operator with a assault rifle), able to melee with it like a shield operator (cause he is one), and while shooting he has better cover than Osa.
Personally I think he should get his secondaries back and can only use Primaries while it is down or something else that would solve this.
I agree with you however his draw time as a shield op is slower then all other shield ops especially with attachments so that is something to take advantage of through teamwork and basically defense blitzing him
@Darkviate Yeah, but then you realize that it is not that much of a downside for that many upsides and running irons has already been done with other shield operators it was just simply forced (also they were pistol sights so they were bad ones) which now you have a shield operator to not only have sights like Holo B but also ACOG.
A cool thing I thought Iana could get is her Gemini clone makes the sound of the weapon that is currently equipped when pressing whatever your trigger button is
Rook Buff idea. Lets be honest, barley anyone uses rook anymore because his gadget is just very underwhelming. I think a way to fix that is when you are downed with rook armor, you should be able to use your secondary weapon. This could make rook a better team player and a lot more dangerous.
The attacker ADS could be a shoulder mounted lazer device (maybe a bird motif) at has an ability bar that ticks down when active (10sec total time) and affects a 5m radius around them (or a 7m cone in front of them). That way it’s balanced around predicting a defenders gadget use. Op could be named something like Canary.
nah i think twitch would be a more fitted name
I honestly think they should give T bird a new buff they could make her healing stations not be available to attacker unless hacked by brava due to that it is electric or give her a worse gun with an acog what do you think?
Nitro back
For Siege 2, I'd love to see a heavier focus on realistic armor design (obviously more realistic cosmetics but I'm also referring to the actual nature of armor). Divide operators into the same 1, 2, and 3 armor tiers they're currently in, but have that actually reflected in what they're wearing (Bandit is a 3 speed, cool, he's just wearing a tac vest, similar to Pulse, no plates or bullet resistance). I know they'll never do a truly realistic system like Tarkov, which is fine, I've done my complaining that the game is far more Siege, than Rainbow Six at this point, so I feel like this is a good halfway.
Another idea I have is having a realism mode, no operators, R6 Vegas 1 and 2 or SWAT 4 style, you create your operator (breaching charges, frags, flashbangs, the whole 9 yards, you pick what armor rating you're bringing, you choose not to wear a plate carrier? cool, 7.62 x 51mm is ripping right through you and you're dropping like a sack of potatoes. Also, in general... make calibers and barrel length matter. I saw someone complaining about Jackal's primary having such high damage and I wanted to laugh at them. 5.56 out of a 20 inch barrel is absolutely booking it, hell yeah it's going to hit like a truck when considering the transfer of energy.
Essentially, make the game Rainbow Six again.
No crying out. The only thing they should do Zero's cameras now is to make them recoverable if they're on Zero's reach. That way I wouldn't end wasting them on barred windows.
yes zero can simply pull them out the wall. he has six of them, you're not wasting anything and it just sounds like a skill issue
@swifty5769 what are you talking about? He can't. I tried it. Do you think I don't know who he is? He's Sam Fisher. I've played many Splinter Cell games. I know Sam can recover his sticky cams in many of Splinter Cell games, so this was the first thing I've tried when I played as Zero.
I have been pondering this for years. The attacking gadget that intercepts defender projectiles is built into their body gear. Make it a cooldown gadget where you can use windows of opportunity but is disabled or restart a timer for it after one throwable
Attack Jager has been talked about basically since the start of siege, and I think the only way you can make it work without making it overpowered is to have it be a something with a fairly lengthy deployment that requires a physical motion, and have them be veeery limited use, like 1 per gadget, with a total of something like 2 gadgets entirely. If it's not like this it just absolutely invites an extreme attacker rush meta and/or a permabanned operator. I cannot imagine that the devs haven't tested concepts like this more than once of the years and just found it too hard to implement properly.
i kinda like the idea of a op with a gadget where they shoot a tiny bullet that tracks any defender gadget, secondary gadget in its range and destroys it even when its being thrown by a defender like a c4
I think a cool idea would be to eventually give the deagle to Deimos as a second option for deathmarking. It would fit his heavy hitter secondaries, and if it had a new custom scope, it would add some more diversity to him while not feeling obsolete.
For finka, a rebalance would be give her charges, so she can select teammates like how deimos selects opposing forces. Give her limited charges with an overall cooldown of like 10 seconds, and an operator cooldown of 25 seconds. So she can heal a second teammate 10 seconds later, but not the same teammate she just healed as that cooldown hasn’t expired.
For an attacker Jaeger I had an idea:
South African Attacker "Vang" (Translation: Capture/Catch)
Places a sentry that launches expanding foam at projectiles, covering impacts preventing detonation, and can reduce the range/damage of a nitro cell (or add a 2-3 sec delay)
Weapons:
Vektor R5 (Stats similar to V308)
CAMRS
2:03 I just had a really cool idea of like a reverse magnet like Tony Stark’s heart or an electromagnetic shield like Dune where it doesn’t deny projectiles but reduces damage from them like repelling shrapnel, a selfish gadget sure but you’ll want that guy holding the defuser as they will survive a nitro at low health from like a pulse bellow them
Thorn is in need of a rework and I was thinking if an attacker is hit with a razor bloom they should be stuck with a tracker that pings their location if they stand still for too long. The tracker could be removed like a goo mine. Or the razor bloom could cover an area in barbed wire to slow a push.
You died to a thorn didn't u
Buff fire so it’s extremely dangerous, maybe having a spread mechanic or breaking floors and walls, but with it comes an operator who puts out the fire. This would add a new dynamic to area denial as you could bring goyo and tachanka to have an extremely dangerous area denial gadget but has the risk of getting easily countered, or bringing a smoke that can’t be countered but is weaker than the fire.
I think adding some new/more interesting attachments for everyone to choose from might be interesting.
Some quick ideas that come to mind:
Extended mags (with exception to maybe like lmg's and shotguns). Doesnt increase your ammo count, just gives you larger mags and maybe an additional trade off of not being able to use a grip or increasing reload time.
A bipod that reduces recoil if prone (tho i do recall they removed the general mechanic a while back)
Stocks, tho from a realism standpoint, prolly nothing to add here, but if we stretch things, they could lower time to switch between primary/secondary or reduce time for aim to reset after shooting. somethin like that.
THORN REWORK: What if we made her gadget work like smoke?
Ex. Someone is planting behind cover. You throw the razor bloom (same distance and speed as a C4), you activate it, and after a 2.5 second delay it detonates. Pros: better repositioning, deadlier than Smoke or Chanka, punishes distractions, can't be destroyed beforehand. Cons: less area denial than Smoke or Goyo, takes time to detonate so it can be shot or avoided, doesn't destroy utility like a C4. What do you think?
PS. love your content and happy new year
Thanks for the discord channel 🙏
Hey Kudos, what do you think of this concept for the new attacker? I believe we will definitely need this for rainbow six siege.
Attacker Concept: *Táctico*
Northern Mexican Male Attacker: *Táctico* (Translation: "Tactical")
*Real Name:* Javier Vargas; Javier means "bright", hightlighting adaptability and Navarro means bold and commanding, evoking strength and bravery.
*Faction:* Ghosteyes - I chose this because it is best fit for Táctico to be in Ghosteyes faction due to his tactical playstyle and it matches to Ghosteyes's style.
*Speed: 2
Armour: 2*
Before diving into the description of his ability, I feel like the game need the first operator with an active passive: an ability that is always on and cannot be activated or deactivated. This could introduce an interesting concept and new gameplay dynamics in Rainbow Six Siege.
Rather than having a special utility or ability, Táctico will have an active passive called *"Tactical Engage"*. Essentially, everything he does is extremely tactical and much more efficient than other operators.
For example, instead of having the normal running stance (like all operators except Warden/Zero), he will have a tactical running stance that allows him to run faster (similar to Call of Duty’s tactical running). However, this will make his footsteps louder. Another example: instead of taking off his weapon to throw gadgets (which puts him in a vulnerable state, like all operators except shield operators), Tactical Engage allows him to throw his gadget while holding his weapon. Of course, the trajectory of his gadgets will be weaker and have a shorter range, but it won’t affect his accuracy.
Another example: instead of breaking barricades three times with a melee (like all operators except shield operators), Táctico can perform a dynamic entry (kicking the barricade) in one hit. However, this will make barricade breaking much louder. One more example: instead of swapping weapons slowly like other operators, Táctico can perform a quick draw, allowing him to swap from his primary weapon to his secondary weapon much faster. This will reduce the accuracy of his secondary weapon, though. There’s more to this, but you get the point. Everything he does is extremely tactical, but each action has a significant disadvantage.
*Loadout Options:*
*Primary: PP-M1 (New Weapon!! It is featured/seen in Tom Clancy's Rainbow Six: Lockdown.)*
This is a great and balanced choice for Táctico because it’s small (supporting fast movement) and has a short reload time. However, it has a smaller magazine size, a slower fire rate, decent damage fall-off, and slightly higher recoil. Also, does not have option of 1.5x sights.
*Primary: SG-CQB*
This weapon is great for Táctico, allowing him to make holes, fight at close range, and create rotations. However, it doesn’t offer great overall performance and will not have undergrip option and 1.5x sights.
*Secondary: PRB92*
This is a balanced pistol for Táctico because it offers decent damage and reliability, but it has a longer reload time.
*Gadget Options:*
Impact EMP Grenades: These will allow Táctico to disable traps, giving his route/entry much more safer and efficient.
Frag Grenades: These allow him to deny areas for a short time, destroy utilities, flush enemies out and get gadget kills.
*Notes:*
Táctico can perform a dynamic entry on Castle's barricade, but it won’t be a one-hit break. It will likely take 5 or 6 hits to break it.
His tactical running stance will have a gauge, similar to the drone boost. This means he won’t be able to perform tactical running indefinitely. The gauge refills faster than the abilities of Nokk, Solis, Vigil, Caveira, Iana, Clash, or Warden, but it doesn’t have a strict limit; it just has a duration and a refill time. There are more notes I need to list but I want to make this paragraph short for yall to read.
yes we need more cod gameplay in r6
3:17 to rebalance this gadget, the operator could have an underbarrel taser that works like grims launcher. it has 2 modes a passive protection where its launches a wall like the obs blocker where any gadget that passes is emped for a small duration. a defender that passes through it is stunned like clashes shield. the active mode would act just like a taser stunning a defender with a direct hit and for gadgets, acting like a pocket emp
Nøkk should get a dedicated mini-rework imho, since her kit is pretty messy right now and i dont see a single buff/change clearing all of that up at once.
I generally speaking like the direction they went with the latest change, but they simply have to do more about it. Give her a consistent AR (personal wish: AR15 CQR, google "Nøkk CQR" for reference) and make her gadget a toggle, that works similar to Glaz (ideas below). I think she should either be 3 speed, or her gadget should reduce noise depending on what movement she does (crouching: high noise reduction, walking: a little, sprinting: glitching noise).
Gadget toggle rework: She can toggle the gadget, with the only timer being needing to wait 10-15s inbetween and each toggle makes a distinct loud noise too (to prevent constant switching). Depending on her (movement) actions, she is basically in one of 4 states:
1) strongest effect: when crouching, slow-walking or standing still: reduced noise (30-50%, she should be at least as quiet as a 3 speed operator crouching, because otherwise we will have no reason to pick her for stealth tactics over literally any 3 speed operator), fully invisible to cameras, and maybe: she will slightly reduce the range to trigger proximity gadgets (proximity alarms, banshees, thorn and ela mines). The effect should not be huge, but there should be some small interactions asides from cameras to increase the value of slow movement even when nobody is watching the cams.
2) medium effect when walking: a little reduced noise (10-20%), invisible, but Vigil's stripes are visible within a rather large area. I'd say within 3 rooms all cameras get the same intensity of the stripes. It should not help find her, but just make people aware there is a small chance she is near.
3) glitching effect while shooting, punching, droning, rapelling etc: just like it is right now, but with the added stripes. The effect will however linger for additional 3s after the action is finished (except shooting i'd say).
4) negative effect while sprinting, maybe vaulting: the effects are lost completely (including being visible to cameras), and she will make a lot of glitching noise to the point where it has to be reconsidered before you want to sprint. My main issue here is however, that currently the punishment is not limited to the time while she does any glitching action, but is basically a long term punishment, thus players tend to avoid those actions at almost all cost. The effect will also be followed by 5s of the glitching state (3) as a further downside.
Overall, that rework would aim at making her much more consistent, reward players for slowing down (with her primary fitting that playstyle), but also making the downsides only relevant if there is any opponent to exploit it. The gadget should not empty down from as little as opening one barricade, shooting a single mag and vaulting one or two times, thats just punishing the player for literally playing the game while her gadget is active.
Feel free to add ideas or concerns, but personally i think, even if my suggestion (obviously) would need some testing and tweaking, i think the general concept would be good and there are enough ways to adapt this into a well rounded gadget.
Imo just make her main ability more usable, what i mean is let the player use it more by just increasing the recharge rate of her ability. It's way too slow rn and i go for 5 seconds with it on and wait 50 seconds for that to recharge, which is borderline useless.
@unknownT17 honestly she was better when she would constantly lose duration, it honestly really killed me wanting to play nokk because of the horrendous recharge time
should every operator have a secondary shotgun?
Bros taking it safe recently pro fence sitter lol jk
I know a while ago you made a video on Rainbow 6 Sieges defense problem talking about how its easier and some cases stronger overall than the attacking side. There are a multitude of reasons why this is true, one of the bigger ones being how defense has to mainly run down a timer. But i think a smaller but still big part of this would be the amount of "Hidden" or sub abilities that the defense has (Oryx Hatch jumps, Cav interrogations, Alibi disguise, etc.) And I just feel like it could be extremely beneficial if we had more of these on attack. Thoughts?
mom im on youtube
I think it'd be interesting for a new shield op that can catch projectiles reset the fuze/timer and launch them. Making a sort of active use ADS that can also be comboed with teammates. Since this theroetical op wouldn't have throwables of their own.
Hey Kudos, what do you think of an operator that can take getting hit in the head (As the gadget or a passive), but it'll still down them, and to balance make it so you have a constant concussion stun effect until you are healed or smth
I had an idea for a soft Clash rework; I don't think she's a huge problem in terms of balancing but a lot of players find her really obnoxious to play against, so I wanted to see if I could rectify that:
- Clash starts the round with one charge for her CCE Shield, and will gradually gain more over time; she can infinitely gain charges but can only hold 3 at one time, similar to the sonic bursts on Echo's Yokai drones. When pressing the active ability button, the CCE Shield will release a burst of electricity akin to a single taser shot which can hit any Attackers within it's 5m cone radius, reducing the affected Attacker's movement speed by 30% for 3.5 seconds, as well as dealing 15 damage, before going into cooldown for 6.5 seconds.
I think Nokk should be able to use her ability to silence the rappel animation.
I had an idea for how to make recruit feel more versatile and creative. Maybe I’m not the first to think of this, but here it is:
For speed and health, allow players to select their distribution
In terms of weapon choice, they could select any weapons available on their respective side (Striker on Attack, Sentry on Defense), excluding primary gadget related weapons (ex. Fuze shield available, but blitz shield is not). (I imagine this could get hard to put in a select screen, but I think it could be sorted by which operator you’re taking a weapon from for both the primary and secondary seperately)
Questionable part of the idea: if you select one speed, weapons get access to an acog on defense (weapons like the BOSG or TCSG would already have an acog available)
Pretty much just hard leaning into the player expression and creativity with ultimate customization.
Here's a good idea.
Operator name: Hades
Real name: Thomas Collins
Place of Origin: United States, West Virginia
Primary: Whinchester 1863 lever gun (iron sights or custom 4x only)
No secondary
Gadget: Molotov
Ability: while in use, his lever guns bullets will be noticeably louder towards defender's and himself
(Lasts forever but can be safely used for 23 seconds)
Example: defenders start breathing heavier and audibly distressed which will be heard by everyone.
Counters: while his ability is being used he wont be able to hear as well. using his ability for too long will make him become deaf.
Skopos is the only counter to his ability due to it being a robot and not having human emotions. (obviously)
Lore: Thomas was always fascinated by his surroundings. During his childhood an teenage years he would be always out hunting or fishing with his dad.
Several years later he joined the military to then become a sharpshooter for Rainbow, but during his time in deployment his father passed away tragically by a hostage situation gone wrong due to Thermite accidently setting off his charge too close to civilians which killed his father.
Enraged by Rainbows lack of punishment towards Thermite, he left Rainbow to then be recruited by Deimos in his new organization the Keres Legion to destroy Rainbow and avenge his father's death.
A tubarou nerf/fire buff concept : fire could melt ice, which give attacker more ways to counter tubarou
Nice Marley Charm, you deserve a charm
For attacking operator to counter the defense projectiles, I think it should be a ability that takes the operator out of the fight, either force them to be on drone to use it, like or be like nomad where she can’t use her rifle while providing the support.
The gadget I think should effect the defending gadgets different, it should destroy the explosive such as c4 and impacts, but for smoke or Tachanka, it should activate it instead of destroying it. I honestly think smoke should be more like a goyo gadget, where when it is destroyed, it releases smoke.
the 1st op concept should just be the Nokk rework. Make her a jammer. Nokk would disable everything in a radious of 3 metters around her. This brings back that Nokk that was inmune to traps while also giving her a new playstyle focused around the execute of the team.
What do you think about an oryx rework, new gun or better ability/ utilty(C4)
Do you think that a good operator idea is a sentry with strikers ability of the attack secondary gadgets
Also, I'll say it again, we need an attacker with a drone that can make fake sounds like a vault or planting sounds. It would potentially distract or confuse defenders and would be easily countered
Maybe not vaulting or planting but I think a walking + shooting decoy grenade would be cool
I think that defenders should be able to be picked up the defuser. attackers will still be able to see the defuser at real time and it can lead to really interesting games
Ive been coming up with concepts for ops for years. Ive literally almost been down to the very final ounce of details with some actual ops that came revealed over time. Ive done been saying we needed a Jaeger on attack for years now. Be a throwable gadget similar to probably a Kaid claw in design with like a barrel of some kind sorta like a firework. Idk but still that is what Ranked legit needs. Simply using Brava to hack a Jaeger or Wamai that's even placed in the spot you go to is almost practically impossible to predict
Instead of just removing the acog from defense entirely, I feel that they sould be compensated with a 1.25 or 1.3 zoom scope. I do feel like the regular holos are balanced but in certain instances using a 1.0 is hard at ranged gun fights. So giving them all a some what zoomed in sight could help the balance if they all lost it. They could remake the holo D into one of these or just use some inspiration from some of the sights from cod mw3 (more recent) and bo6.
The op could have a shield with a repulse magnet so you press a button and for a second you can send back whatever they throw at you. Probably have it make charges throughout the round
The thing about A.D.S is the defenders need them to stop the attackers from gaining ground easily, especially with the amount of throwables they could bring while on the flip side, how often are attackers being riddled with throwable util from defenders? It just doesn't happen, plus C4 can be avoided or hit with a emp if your quick enough and impacts, well... explode on impact forcing defenders to expose themselves if used aggressively unlike attackers that can just bank util around corners and cover
Hey Kudos! Hope you're having a good day!
What if we buff the observation blockers since they are underperforming? Instead of being a wall that drones can't see through, it could be like a signal blocker where it'll affect the drones/cameras that are in direct line of sight with it making their feed slowly become static overtime until you can't see through it like when Mute hacks your drones, but compared to mute you'll still be able to control your drones you'll just be blinded
For example if an attacker has pre-placed a drone in the bomb site and an observation blocker has a line of sight with it, it will turn their screen blurry overtime not being able to see anything or ping, but would still be able to control the drone blindly to a zone the signal blocker can't affect it, an interesting interaction would be with Brava, if she hacks an observation blocker it'll cause the same effect for defender cameras and gadgets.
I think a cool rework for Thatcher could make the gadget act kind of like a Jager ADS and make the EMP more tactical and skilful. Instead of the EMP being a grenade, it would be like Zero's cams and Thatcher chooses when the device detonates. This allows players to cover the plant from nitro cells or other thrown gadgets and you can use it against players to disable their use of cams and disable their reticle. Making the device a little stronger for added fun, it could cut the lights out in the room making it more difficult to see. While the lights being out would be equal ground for both teams, Attackers have the advantage of knowing when Thatcher will trigger the EMP. This gives Thatcher more of a use other than disabling electrified or muted reinforcements.
I agree with a remote detonation (not timed) but imo that’s the only change Thatcher needs in terms of reworking. He’s got an alright gadget, an alright gun and good shotgun, alright utility and a bad pistol. I feel a SMG-11 and maybe the remote detonation would make him a more worthwhile pick
i think a cool secondary gadget they could add to attack is a concussion grenade, just like zofias but smaller duration.
12:59 I'm pretty sure that using poisoned bullets is a war crime
Yes
What do you think of an attack operator with a signal jammer on their back/shield? It would only cancel out gadgets that relied on foreign inputs, so bandit batteries or electro claws wouldn't get affected, and, depending on what signal is stronger or larger, Mute might be able to counter jam the shield and vice versa.
I've also noticed a lack of a proper armourer/weapon master. If there was one, what would you say their ability would be?
deagle on blackbeard could have the ability to reload with shield still up just like other shield ops giving it a real reason to be used over his two current primary options
effort to implement would also be minimal as they could just reuse other shield ops' animations
I've been wanting a attacker with ads forever now
Hey Kudos! Wondering if you’d think any of the gadgets introduced in Extraction could be fun, either as new general gadgets or as part of a new operator. The Scan Grenade for instance could be fun, but would likely be very weak if available for several operators compared to being the gimmick of a single op; but at the same time being available for several attackers would help lineups which don't contain any intel ops like Dokkaibe or Jackal - and the Scan Mine could similarly be an interesting defender gadget (though for balance purposes would probably go off for a few seconds and need to be reset - possibly bulletproof until it's activated? probably a lower range as well, or have it be blocked by walls and such)
Rainbow 6 Patch notes 2027:
Removed Thatcher - Reason: Old age
Hey kudos, do you think we’ll ever get the 1.5 and 2.0 sites to their original magnification ?!??!?!?!?!
For bb deagle since it is also a pistol i don't see why he wouldn't be able to have the ability to reload from behind his shield along with the upsides and downsides of having a deagle as a primary (no big gun, smaller cap, etc etc)
It'd be like having a primary that has more defense than offense
I think an operator that can basically black out the map and get NVGs to see better would be cool. The enemy team could use flashlights on their gun, maybe if they have a laser sight, it also acts as a flashlight.
The attacking team would get night vision, letting them see much better than using a flashlight, but it is still usable.
You could also have it so that warden using his ability isn't affected by the dark and can see in it as if he also had NVGs. It would also give a reason for night maps back.
Idk. What do you guys think?
Unless it becomes pitch black like almost unable to see, as a defender why would I ever turn on the flashlight. That takes the negative of the laser sight, enemies being able to see it, and cranks it up to 11.
Terrible idea 😂
As for the attacking ads it's could be like an emp mine that is thrown and will trigger once a defending projectile enters the aoe it triggers
thats literally how he said it would work. Its a wamai disc on attack, and the disc triggers when a projectile comes in range, catches it and emps it for 5 seconds
@Henry-s3y was just expanding on the idea ...he never said emp ....if it's a magnet then it'll pull it in. if it's an emp mine it'll continue on the path it was on landing where it would normally but just being disabled...also attackers already have emp devices so it would just make more sense than a small laser or a magnet that pull a c4 the opposite direction it was thrown
Going off the topic of elite skin gadgets being updated versions of base, Kapkans is actually the opposite! His default is an updated version of his elite
what about a attacker who brings a hard breach drone basically a version of thermite with a hard breach drone
Maybe he can steal the c4 when it’s paused so he can be like another thief like Flores or something like that while it’s caught
Sledge buff idea, what if sledge was able to not only make soft breaches BUT was able to unlatch reinforcements but not break them to make another soft breach. The catch is that he has to be on the side of where the reinforcement was placed from to use this. Which 99% of the time the reinforcement was completed inside from site meaning he has to be in site to use it. This would make sledge a more team based operator and encourage defenders to defend instead of have everyone roaming.
Maybe 3-hits to break the reinforcement but it dents in on the first two hits before breaking
What do you think of a firefighter type of attacker? It can counter fire based operators, electrical devices, and bandit/kaid and maybe be countered by someone like tubarao who can freeze his gadget
What if we had a defender gadget similar to Mozzie but instead of latching onto a drone it latches onto an attackers equiped weapon which then jams it until it is cleared. Irl soldier do have to know how to field strip and fix jams, the jam would take the same time as a dokebi call hang up and during the jam the weapon cannot be fired and the attacker must rely on their secondary weapon until cleared, thoughts?
what if oryx had a clash shield and an r4c and he was a 10 speed 15 health?
Iq buff idea: give he a 5 shot revolver that can shoot through reinforced walls but is countered with ads and wamai's magnets(only 1 mag) also can't shoot through the bars in the floor so she would have to be pretty accurate if below
Not so hot take: black beard needs his extended barrel removed, simply because it makes body shots more effective, while his shield negates others XB users.
(And hey, less polygons to download)
13:11 so offensive smoke
Do you think that an invisibility defensive operator in siege, with the right number of balancing changes, such as giving Brava the ability to short out the invisibility tech, no weapon use while invisible, IQ detection, and others? I've played with the idea through my book, but I'd like an outside opinion on the possibility.
What do you think about giving Tachanka a passive ability where he can extend the bipod in his LMG and mount it? Like, if Tachanka is infront of a piece of cover that covers up to his upper chest, he could mount it, and maybe not only hom but Maestro who also has a bipod in his LMG(I think), and it could work similar to COD WW2(2017) or Battlefield, where you can quickly mount and dismount the weapon
Ima be that guy but we already have that operator in the first suggestion, he's called Thatcher. Kudos version of the op pretty much sounds like thatcher emps/ impact emps
How about a magazine attachment for like AR's or SMG's like an extended one for more ammo but slower reload or a flip magazine for faster reload and slower aim down sight time?
How about a new op with an ammunition bag they could drop the same way as rook, that would gives on extra mag + refill one secondary gadget ( flashes, nades, breaches, etc ... ) ?
Is there any operator's loadout you would completely overhaul (excluding the op's gadget)?
What is your stance on the weapons? Should they add more modern firearms or do you think older firearms could also fit
Also do you feel a weapon class is used less or more than others and what type of weapon do you want to see more of
If seige were to add an operator with a sentry turret (an example being the engineer's sentry in TF2) gadget, how would it be balanced or would it be too overpowered for a game like seige?
Now that running irons and no grip has a purpose, I think running no barrel attatchment should also provide some sort of buff. Notably with weapons that ONLY have a suppressor as an option, such as Kaid's slug shotty and the Supernova, there's no reason not to use one on them. Perhaps bringing bsck the damage reduction for suppressors? (Probably not, just spitballing)
not much that can be done that would retain relistic sense but perhaps making them have superior hipfire accuracy like old laser sight used to do
a separate game mode, maybe in arcade. that plays the same as a regular match but it only has the pathfinder ops with sentry and striker as well.
Maybe the gadget could instead of sucking it in it could freeze it in the air when it is thrown in the radius
All right, hear me out just like how Doug will be can pick up the phone of defenders and hack. All their gadgets team goes down the defender should be able to grab the little part that’s in their body to boost and put it in there so when she boost, they get a boost just like Rook armor
What if they buffed thatcher to make it so when he throws his emp grenade it permanently disables the gadget in question but if it is pick up it and placed back down it reactivates
( I’m posting this again since my other one wasn’t seen)
I have a buff to Iana.
it’s sort of like alibi where if the enemies shoot at it they get pinged
Rook needs a buff but I can’t think of one
Do you think a Striker and Sentry should be able to change their armor and speed? So if you are a Sentry who wants to play on site, then pick two secondary gadgets and change your armor to a three to anchor on site.
Isn’t attacking Jager basically Jager in extraction ?
Do you think that Nighthaven operators should get new weapons due to leaving Rainbow and joining Nighthaven? This would be a cool way of changing some operators (such as buffing Pulse and Ela but nerfing Smoke). This wouldn’t change operators who joined the game later as Nighthaven members like Osa, Grim, Aruni, etc. This would also allow their old guns to be brought back through new operators so that there isn’t a weapon that too many operators have.
Couldn't agree more on the preference of how skins should be managed in this game, give me tacticool over whacky any day. It's a shame that whacky are the money makers though
Wait does a zero tase knock someone off of the defuser?
No
What about some operators getting new weapons either for new gameplay or just fun such as blitz getting a keratos or just a different pistol or Ram getting a BOSG
Thank you for doing my idea
Kudos can you do a top 5 defenders in operation collision point
Wamai as an attacker would've made way more sense than as a defender because Jager already does what Wamai does basically. Wamai would change the way attack plays more than he has ever changed defense.
People wants the D50 back on BB because he had a cool elite skin for that and in a short time (maybe they already did) Ubi will remove that skin like they did this at Sledge when he lost his SMG11. And I agree with this, give him back his D50 as a 3rd option next to the SR25 and the SCAR. Maybe it would be fun as well, I really don't see the point of having a unreliable pistol over 2 mid guns.
Do you think that Nighthaven operators should get new weapons due to leaving Rainbow and joining Nighthaven? This would be a cool way of changing some operators (such as buffing Pulse and Ela but nerfing Smoke). This wouldn’t change operators who joined the game later as Nighthaven members like Osa, Grim, Aruni, etc.
I like the idea for a mobile attack ads device but to stop a nitrt cell i just throw two emp grenades as Thatcher and disabled the nitro for the plant duration just time it for the sound of a velcrow rip