The first major title update in Operation Health focuses heavily on implementing 1-Step Matchmaking and Interactive Matchmaking. This is a major technological improvement and so we will be using our new deployment process to ensure smooth delivery to all players. We have tested it on the TTS, and 2.2.1 will be deploying for PC on June 7th, 2017. The tentative date for Console deployment is June 20th, but please keep in mind that this may change depending on how the PC deployment goes.
The next update, patch 2.2.2, will be focused on issues with Hibana, Smoke grenade replication, aiming consistency, Alpha Pack Deployment, and other long-persisting issues. However, it should be noted that a lot of what we are working on regarding gameplay fixes will be arriving in Season 3.
The health of the game is of utmost importance to the longevity of Rainbow Six Siege. We are implementing a lot of technical backend support. One these major technological improvements is the new 1-Step Matchmaking and Interactive Matchmaking.
1-Step Matchmaking is a streamlined updated which means more stability, and faster matchmaking results. Stability and performance is one of the primary goals for the dev team, and this is one giant step towards better performance and faster queue times.
Interactive Matchmaking allows you the freedom to purchase items from the shop, unlock new operators, and change your loadouts without leaving matchmaking. We are also introducing a post-match opt-in and opt-out flow so you or your party can choose to re-enter matchmaking to find a new game, return to the main menu, or continue to queue with the current players.
There will be a redesign of the hitboxes for all operators. The new design will make it so the hitbox only includes what you would think of as the human body. This means that baggy clothing, pouches, headgear, bags, accessories, etc. will not be included in the hitbox of all Operators. This change will impact present and future operators, and will allow for a full artistic freedom on character models and customization without a heavy impact on gameplay balancing.
GLAZ’S GUN IS LESS EFFECTIVE AND SMOKES GO TO OTHER OPERATORS
Glaz’s effectiveness is currently too high in high level organized games and in the current Pro League meta. This is especially seen in rapid short distant pushes, which is not how we intend Glaz to be strong. While we’re very happy that his scope change brought him back to the forefront of competitive play, there’s not a balanced counter to him yet on the defense side.
We’ve decided to make two changes:
Note that there’s many more balancing changes on hold right now – we considered this one important enough to push it during Operation Health.
DRAGUNOV WEAPON CHANGES DETAILED
Dragunov Weapon Changes Detailed • Glaz’s Dragunov recoil and elastic time (= the time it takes to re-center after shooting) has been increased. • Glaz’s Dragunov damage has been decreased.
LOADOUTS
Spawn killing is one of the least fun experiences, and focus of Operation Health’s first updates is resolving exploitable issues, especially relating to spawn killing. We have identified three locations where players can be spawn killed on Chalet by the Campfire spawn, on Kanal with the line of sight from Control Room, and on Consulate where defenders could jump out of a window and get line of sight on a spawn. We are always excited to see our players find new ways to advance our game, but not when it makes it a less fun experience for other players.
As previously mentioned, one of the key things we wanted to focus on in our first update is exploits, and more specifically, design issues that can be exploited. This includes weird bugs like being able to melee kill others through Mira’s One Way Mirror or being able to hide Kapkan’s EDD in certain parts of the environment. However, this also includes design changes where players were able to destroy a part of the map for a one-way line of sight. We hope resolving these issues mean a more enjoyable experience for all.
We’ve fixed an error that relates to timing out on servers. We are identifying fixes for other error as well and making them a priority in Operation health.
Once a match has completed, players will be presented with new menu options that allow you to choose when to re-enter the matchmaking flow from the After Action Report (AAR) screen. This also works if you’re in a party. The squad leader can choose when the squad enters matchmaking, re-enters the matchmaking flow from the AAR screen, propose a rematch to the other team, or return to the main menu. From a squad member’s perspective, they will have the option to leave the squad and matchmaking loop.
Part of this new flow also means you will not be immediately re-queued for a match, as the default option will send you back to the main menu screen. At the end of matches, you will have to opt-in to re-queue in matchmaking. However, there will be an option to keep playing with the same team if you just had a really good match.
KAPKAN
CAVEIRA
IQ
TERRORIST HUNT
SKYSCRAPER
BORDER
CHALET
PLANE
CLUBHOUSE
UNIVERSITY
HOUSE
KANAL
CONSULATE
COASTLINE
HEREFORD
OREGON
BANK
Wow, this looks like a nice patch.