Author Topic: Rainbow 6 : Siege  (Read 12386 times)

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benjipwns

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Re: Rainbow 6 : Siege
« Reply #60 on: October 05, 2015, 08:51:43 PM »
The destructibility of BFBC2's (and the reduced amount in later games) maps comes into play depending on the mode. As it clears out any potential cover and creates new/eliminates old paths.

You can't level everything in Siege because the building is the map, but like in the House you could completely alter the interior flow of the map. Coming through the Garage and eliminating the two interior walls as the way in seemed almost like an OP move because it put the R6 team in the center of the house on a walled staircase. Especially if you had tagged everyone with drones.

In BF, the buildings are rarely vital to the map objectives, so tearing them out is more like making moves like that or clearing barricades and barbed wire.

The up and down breaching is something I'd like someone to really expand upon. The two other maps needed at least a breach point on the roof itself. You didn't really gain much from rappelling all the way up onto the roof, most of your rappelplay was along the sides of the building.

Though coming down that one skylight upside down and hitting guys from above who were running down the staircase and didn't bother to believe anyone was hanging up there was like some neo-Batman shit.

thisismyusername

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Re: Rainbow 6 : Siege
« Reply #61 on: October 05, 2015, 11:22:58 PM »
I like a map to still be a map. Not just rubble.

Well, like Benji said: The map IS the house. It can't be like Battlefield where you're able to take the "structural integrity" out with 6 C4 by one in four corners and two near the center to collapse the building easy. The focus on destruction is a bit different here because it isn't meant to be "flush this sniper out, open a way that's different from the chokepoint so the defenders have to move away from the objective point to try to attack/defend the new hole."

Benji: I do agree that the rappelling seems "gimmicky" since you can go down but not up from breaches and there's very little reason to not go up to the roof and work your way down floors if that's how your team wants to clear floors and the defenders are idiots to not attempt to throw you off. Though, going from the bottom up also works. I didn't really need to use destruction too much outside of clearing the barricades. So... :yeshrug

benjipwns

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Re: Rainbow 6 : Siege
« Reply #62 on: October 05, 2015, 11:34:01 PM »
To be honest, the destruction outside of the terrorist hunt mode (since the AI is allowed to barricade everything) wasn't really that necessary in the slightest and more "because I want to enter the room through this wall taco" that occasionally gave you a slight tactical advantage of avoiding the existing doorway chokepoints.

Really, the wall penetration did more to determine the outcomes of matches than 90% of the other destruction I caused in the beta. And that's the same as in Call of Duty. Only in Siege, like nearly every wall allowed penetration damage. I think I killed a low health guy through concrete. (May have been a bug tho.)

The few examples in the maps that I'd call borderline key were the places where you could blow through two interior walls back to back and completely avoid hallways (and thus barbed wire, IEDs, cameras, etc.) and come in from almost behind the defenders. I felt those instances were drastically altering the structure of the whole map (or at least that floor of the building) rather than opening a new entrance into the same rooms. And that would be a thing down the road where veterans would start to spend some of their reinforcement to prevent it and force you into the hallway.

The reason the lack of "roofplay" stands out to me is that I believe it's considered a fairly ideal way to clear a building in these situations and that most services prefer to enter a building that way if they can.

EDIT: I guess they don't want to give you an "always free" entrance, and they can't let the defenders get on the roof and not just snipe you before you get close to the building from the spawn points. So that's why they haven't implemented it.

Or maybe it's just like 90% of video games and thinking vertically just never comes into the design process too much.
« Last Edit: October 05, 2015, 11:41:45 PM by benjipwns »

benjipwns

  • your bright ideas always burn me
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Re: Rainbow 6 : Siege
« Reply #63 on: November 08, 2015, 12:34:14 PM »
This game is looking better with more stuff in it.

Now UbiSoft sues me for breaking NDA.