• Rainbow Six Series Thread - R.I.P TOM CLANCY <3
    5,001 replies, posted
bandit is definitely not worthless. his shock thing can also prevent thermite from destroying reinforced walls like mute's signal jammer
Bandit with a team that can put down the portable shields is amazing.
an ideal defender comp would have rook and either bandit or mute or both and maybe smoke. they're always useful [editline]12th January 2016[/editline] i always play mute cos i've been playing him since alpha
Anyone else getting horrible netcode issues? I'm having shot behind wall incidents, issues where I'm killed by a gun that doesn't fire. I was even watching a friend, asking him why he had his medic gun drawn but he was actually holding a P90. Even the round winning killcam had him still holding the medic gun. I've also had issues where I see destruction particle effects on barricades but they don't actually blow up. I've been shot through barricades that show as broken on the killcam so many times. This game is fun when it works but for me it's playing like BF4 did in that I'm constantly having to put up with really aggravating bugs.
Also bandit's mp7 is just godlike it is SUCH a good smg
Honestly, all the German operators are great. Even IQ, with her mediocre perk, had a great loaduout.
I'm going to be curious when these new operators will come. Like their new abilities. What for abilities will they have? [QUOTE=sa2fan;49517400]Also bandit's mp7 is just godlike it is SUCH a good smg[/QUOTE] No no no! Sledge/Smoke's MAC-11/ SMG-11 is a good smg! It's fire rate is the fastest than ever! :v:
new patch tomorrow [QUOTE]In-Depth Patch Notes - Update 1.3 January 13th (PC) & January 20th (Consoles) Today we are sharing our third update. This one is smaller because we felt we needed to quickly fix some issues. The changes described below will take effect on January 13th for PC and on January 20th for consoles, except the server tick rate improvement, the anti-cheating and banning policy improvements as well as the out-of-zone insta-kill option which is effective for all immediately (read below for details). This patch will be released on PC first because of the faster deployment process, in order to test the impact the fixes have and adjust if needed. Note that tomorrow, January 13th, Patch 1.2 takes effect on consoles. A much bigger patch, Patch 2.0, will be released at the same time as Season 1, on February 2nd. This update will be made available on PC and consoles at the same time. Please refer to our post about our top priorities and known issues to see our current plans and steps we are taking to improve the game as we move forwards. Note that this update, Patch 1.3, will not fix all of our current top issues and that we are actively working on fixing them as soon as possible. GENERAL TWEAKS & IMPROVEMENTS Live for PC and consoles, as of Jan. 13th HIT REGISTRATION IMPROVEMENTS Updated the server tick rate for console users With the goal of improving positioning and shooting replication, we had deployed a first update on PC in which the player position update rate is set to 60 times per second (vs. the previous 30). After testing, we are satisfied with its state so we are now deploying this update to all consoles as well. ANTI-CHEATING IMPROVEMENTS [B]Cheating countermeasures have been improved further. Banning policy update: all cheaters detected by the system will be banned permanently. No more three day ban for first offense.[/B] [B]EXPLOIT FIX: DEFENDERS EXITING THE PREPARATION PHASE Added a configuration that allows us to turn ON an insta-kill configuration for Defenders that go outside their zone during the preparation phase (this behavior should not be possible, but if exploits are found, the guilty shall be punished by a swift death!)[/B] We will be able to activate this functionality at any time. We will first be testing it on XB1 during the afternoon of January 13th (Montreal time). If it proves effective, we will be deploying this on all platforms later that day. TOP COMMUNITY-RAISED BUG FIXES Live for PC on Jan. 13th, live for consoles on Jan. 20th Please be aware that this is not an exhaustive list and that we are only highlighting fixes that were done about the most commonly raised community bugs. LEVEL DESIGN FIXES Fixed a bug that allowed players to exit their zone during the preparation phase (red wall). When transitioning from proning to standing position combined with putting up a barricade, players were able to go through walls. We believe this exploit is now solved. Please share your experience in this forum thread if you still encounter it after the patch (information we are looking for listed in opening post). ONLINE FIXES Partial fix of Error [2-0x00000041]. Refer to the High Priority Issues in the Known Issues post for more information. Potential full fix of the loading screen freeze (smoke background). Refer to the High Priority Issues in the Known Issues post for full information. Potential full fix of the failed data synchronization issue. Refer to the High Priority Issues in the Known Issues post for full information. Session authentication operation requests are now using the per data center proxy instead of the Dev one. Improved error tracking, for easier issue identification from our side. Ranked match reconnection fixes for PC: If game was closed by pressing [x] or ALT+F4, the players will not be leaving all sessions anymore. Players leaving a Ranked match by pressing F10 will now be receiving reconnect & abandon messages. Players leaving a Ranked match by quitting with ALT+F4 will now be receiving reconnect & abandon messages. Various smaller connectivity and crash fixes. [/QUOTE]
Is it possible that you can one hit kill someone with a stun grenade by hitting them in the face? I think that happened to me, but the game might just have bugged out on my end.
[quote]Added a configuration that allows us to turn ON an insta-kill configuration for Defenders that go outside their zone during the preparation phase (this behavior should not be possible, but if exploits are found, the guilty shall be punished by a swift death!)[/quote] neat
[QUOTE=snijboer;49517488]I'm going to be curious when these new operators will come. Like their new abilities. What for abilities will they have? No no no! Sledge/Smoke's MAC-11/ SMG-11 is a good smg! It's fire rate is the fastest than ever! :v:[/QUOTE] One of the Canadian operators has a bear trap symbol.
[QUOTE=elitehakor;49517506]neat[/QUOTE] But what does it even mean? Is it on or is it off? They added a configuration, but does that mean you can only use it in custom games?
it's a configuration for them. they're testing it on xb1 first and if it goes well then they'll enable it for all plats
Some quickies. [media]https://www.youtube.com/watch?v=y_rBe1yM14A[/media] [media]https://www.youtube.com/watch?v=TKbIlZ-ILXE[/media]
I hope that configuration change doesn't come into effect when you're replacing window barricades that have the red wall a little to close (that make the warning popup appear)
^ that's why i'm hoping it's a timer instead of insta death tho they'll probably notice that quickly
[QUOTE=sa2fan;49517518]One of the Canadian operators has a bear trap symbol.[/QUOTE] Pretty sure there's conventions or laws against using bear traps :v:
Twitch might be my new favorite offensive operator. Her loadout is so fucking good and her shock bot is hilarious fun.
She's a better sharpshooter than glaz in every map but plane :v:
[QUOTE=PieClock;49517604]I hope that configuration change doesn't come into effect when you're replacing window barricades that have the red wall a little to close (that make the warning popup appear)[/QUOTE] The red walls already prevent you from being able to go out, this is basically just a cheap way of stopping people glitching outside through spots they arent aware of.
I wanted to check something Bloom on. [t]http://i.imgur.com/IQR1naa.jpg[/t] Bloom off. [t]http://i.imgur.com/Wh1KKbc.jpg[/t] Turn your bloom off.
[QUOTE=elitehakor;49517506]neat[/QUOTE] The only thing I'm skeptical about with it is the use of Castle. I get the warning all the time about going outside when I'm putting up windows/doors. Hopefully they move the red zone back a millimeter so people dont get insta'd by putting up Castle [editline]12th January 2016[/editline] [QUOTE=Banned?;49517840]I wanted to check something Bloom on. [t]http://i.imgur.com/IQR1naa.jpg[/t] Bloom off. [t]http://i.imgur.com/Wh1KKbc.jpg[/t] Turn your bloom off.[/QUOTE] Always turn off DOF, Bloom, and Lens flare if you have them on. You will become a much better player.
[QUOTE=sa2fan;49517400]Also bandit's mp7 is just godlike it is SUCH a good smg[/QUOTE] imagine using the MP7 over his fucking amazing M870 shorty. [editline]12th January 2016[/editline] [QUOTE=Crimor;49517717]She's a better sharpshooter than glaz in every map but plane :v:[/QUOTE] the F2 is incredible too
Bandit's also a great roamer. Definitely my most used on defense.
i would roam more with pulse if he stopped shouting i just want them to stop shouting when things are quiet
[QUOTE=sa2fan;49518151]i would roam more with pulse if he stopped shouting i just want them to stop shouting when things are quiet[/QUOTE] [B][U][I]DEPLOYING HEARTBEAT SENSOR!!!!!!!!!!!!!!!!!![/I][/U][/B]
[QUOTE=Banned?;49517452]Honestly, all the German operators are great. Even IQ, with her mediocre perk, had a great loaduout.[/QUOTE] I pretty much exclusively do GSG-9 because they have the best guns. I haven't tried Jager yet, but I assume having an assault rifle as a defender is pretty good when the rest have SMGs and shotguns.
I hate the UMP so much it feels so ass in terms of damage
I end up playing Rook 95% of the time as defender. I just think his armor is too valuable to give up. I drop it, throw down a deployable shield for a Bandit to shock box, then run off into some ass corner of the map and float. Only way it's interesting. :v:
Should have recorded this, but we went a round with all shield recruits. we won :v:
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