Tom Clancy's Rainbow Six® Siege - contact@rockpapershotgun.com (Dominic Tarason)

Rainbow Six Siege is escaping rainy old Blighty in favour of warmer climes for its fourth season this year. Operation Wind Bastion is taking the tactical game of window abuse to the Kingdom Of Morocco, and into a very scenic old fort out in the mountains. This update will also introduce the usual duo of new operators, this time taken from the ranks of the GIGR (Groupe d’Intervention de La Gendarmerie Royale), a Moroccan special forces unit. Below, we try to pick a little meat from the bones of this pointedly vague announcement.

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Tom Clancy's Rainbow Six® Siege - Ubi_F4nch


Year Three Season Four features the GIGR (Groupe d'Intervention de La Gendarmerie Royale). We’re bringing forth a map that represents the pinnacle of military training facilities and we’re introducing two Operators from the Kingdom of Morocco.

For Operation Wind Bastion and following a written agreement with the resident Commander, Rainbow Six has secured permission to use the renowned fortress located in the Atlas Mountains. You’ll have the rare opportunity to test your skills inside a stunning mudbrick kasbah. Enjoy unprecedented roof access, but do try to stay focused despite the breathtaking oasis just next door.

The first Operator is a Defender and the Commander himself who is as stoic as the mountains are immovable. He is stationed at the country’s legendary kasbah, a training ground that has shocked and awed thousands of incoming soldiers. Strict and imposing, he inspires respect and has taken it upon himself to guide the future of Moroccan Special Forces.

The second Operator is an Attacker who travels wherever the wind takes her. She’s among the few explorers who can cross the Sahara, climb up the Alps, trek through Asia’s rainforests, march along the Arctic Circle…and still return to her unit in operational shape. Perceptive and resourceful, she’s an expert on environmental operations with a knack for pushing the enemy back.

Visit our Rainbow Six Twitch Channel on November 17th and 18th for the full reveal of Operation Wind Bastion during the Pro League Finals.
Tom Clancy's Rainbow Six® Siege

Update:  Footage of Rainbow Six Siege's Morocco map has leaked, giving us a much more detailed look at the Atlas Mountains stronghold. The leak comes courtesy of Redditor velocitycontrol, who alleges that the video comes from Ubisoft Thailand. 

From the inside, it looks more like a self-contained city than a fortress. It's an elaborate, multi-levelled affair, and I suspect it's going to take a bit of time for everyone to memorise its nooks and crannies. Good thing we're sneaking this early look, then.

Update: Ubisoft has revealed more about what's coming in year 3 season 4 of Rainbow Six Siege, Operation Wind Bastion, which will see two members of Morocco's Groupe d'Intervention de La Gendarmerie Royale [GIGR, not to be confused with France's GIGN] special operations unit join the fight. The first operator, a Defender, is the commander of the unit, "as stoic as the mountains are immovable," Ubisoft said. "Strict and imposing, he inspires respect and has taken it upon himself to guide the future of Moroccan Special Forces." 

Keeping the cosmos in balance, the second operator is an Attacker: "She’s among the few explorers who can cross the Sahara, climb up the Alps, trek through Asia’s rainforests, march along the Arctic Circle…and still return to her unit in operational shape. Perceptive and resourceful, she’s an expert on environmental operations with a knack for pushing the enemy back." 

The map Ubisoft teased earlier today is a fortress in the Atlas Mountains that apparently serves as a GIGR training facility. "You’ll have the rare opportunity to test your skills inside a stunning mudbrick kasbah," Ubisoft said. "Enjoy unprecedented roof access, but do try to stay focused despite the breathtaking oasis just next door." 

The full Rainbow Six Siege: Operation Wind Bastion reveal will take place on November 18 during the Pro League finals.   

Original story:

We’ve known that Rainbow Six Siege would be taking a trip to Morocco for a year, but until now we’ve not known much more than that. Ubisoft’s first vague teaser for the new map, appearing on Twitter yesterday evening, doesn’t really change that. It does, however, suggest that the wait won’t be much longer. 

Accompanying a sedate gif featuring billowing curtains in a dusty but ornate room, there’s a brief message in Arabic: “Welcome to Morocco”.

Minor changes made to the global version of the game ahead of its launch in China have not gone down well with a vocal, review-bombing section of the community, so Ubisoft is undoubtedly keen to move discussion towards new maps and operators. It might be working, too, as responses to the announcement on Twitter only rarely reference the changes. 

Tom Clancy's Rainbow Six® Siege

Following last week’s announcement that Ubisoft would be tweaking the aesthetics of Rainbow Six Siege maps and UI to comply with Chinese game regulations, the most vocal corner of the game’s community is in an uproar. Over the weekend, upset fans bombarded Siege with negative reviews, dropping its reception to “mixed” on Steam. In the past few days, almost 1,500 negative reviews have appeared, the vast majority of them condemning Ubi’s alterations for the Chinese market.

The fervor has been mostly centered around the game’s official subreddit. Many users see Ubi’s willingness to change anything about the game to appeal to China as offensive, as posts with tens of thousands of collective upvotes rose to the top of the subreddit.

“By adhering to Chinese censorship they are cooperating with a dictatorship. Like wtf Ubi you can't do this shit! This against what the West stands for!” exclaimed a post by redditor Zarvoth. The most active post on the subject, with more than 28,000 upvotes, came from redditor Qwikskoupa69, who said “If you are changing the game to fit a fascist countries' [sic] standards then you might as well remove [Tom Clancy’s] name because he is rolling in his grave right now. This game resembles nothing of that what he wrote.” Other popular posts include a military veteran who is quitting Siege over Ubi’s “surrendering” to China and someone who crushed their copy of the game in protest.

The most recent batch of Steam reviews for the game read like an echo of the subreddit. “A well-known game company to bow his head to a fascist government is disgraceful. Why should every player in the world obey a bully? You're sending a message that bullying works. Restricting liberty works,” said user Cthonic.

The passion behind these posts may make it seem like Siege is being overhauled completely for a new market, but the reality is much less dramatic. Ubisoft is planning an expansion for Siege into Asian territories, most notably China, which has a historically harsh and slow regulation process for games. It’s not uncommon for developers to change their game for its Chinese release, as things like gambling references and excessive gore aren’t allowed. What’s uncommon is a developer adopting these changes for all versions of the game, not just a regionalized Chinese release. This is why Ubi is taking heat, as it has decided to adopt some of these changes to its global version. As seen below, the global alterations are limited to small aesthetic features on maps and bits of the user interface.

For more drastic changes that would affect gameplay, Ubi is creating a separate region-locked build, like many other developers do. Ubisoft’s explanation for making the smaller aesthetic changes global is simply that it's practical. “By maintaining a single build, we are able to reduce the duplication of work on the development side,” the dev blog reads.

Part of the backlash is at least in part due to the confusing way Ubisoft went about the announcement. Its original post makes no mention of a region-locked branch of the game, only a single global version. It wasn’t until hours later that community representatives clarified that a regionalized version will exist. But that update didn’t seem to reach everyone and has caused plenty of misinformation, as redditor CoupeontheBeat’s post with more than 12,000 upvotes (written hours after the clarification had been issued) exemplifies.

Some prominent members of the Siege community have shrugged off the alterations as no big deal, as long as they don’t impact gameplay. Pengu, a member of Siege’s top rated esports team G2, doesn’t believe all the backlash is warranted. “I truly do not see people’s issue with this, it literally does not affect you in ANY WAY POSSIBLE,” he said in a Friday Twitter thread. G2’s captain Fabian had similar thoughts. “You lose something you never knew you had before aka slot machines on the wall or some preset blood on a wall in Skyscraper, no biggie.”

Siege Pro League commentator Parker “Interro” Mackay dismissed Reddit’s backlash in a sarcastic tweet, then elaborated by calling them “harmless aesthetic changes that allows hundreds of millions to now access the game.” Fellow Pro League commentator Michael “Kixstar” Stockley shared a similar stance. “Guess I'll weigh in on the aesthetic change: Gameplay not changing? Don't care.”

Reddit has made enough noise that we could see a response by Ubisoft this week. Perhaps the work saved by implementing some alterations to all versions simply isn’t worth the headache of the past few days, misinformation or not. Either way, with Year 3 Season 4 on the horizon with two new operators and a new map, this is probably the last thing Ubi wants dominating conversation around the game.

Tom Clancy's Rainbow Six® Siege - contact@rockpapershotgun.com (Dominic Tarason)

I know October is over and we’re meant to be taking down the decorations, but it feels a little excessive that Rainbow Six Siege is excising all> skulls, blood and more from its maps. The bizarre cuts to the tactical team shooter are due to developers Ubisoft Montreal no longer wanting to juggle multiple regional versions of maps as they expand into Asian territories. The changes seem mostly minor and purely cosmetic, but the before and after pictures in the developer blog-post here are eyebrow-raising.

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Tom Clancy's Rainbow Six® Siege

Rainbow Six Siege players may soon find a few small, confusing changes to some of their favorite maps. If you find yourself wondering where all the slot machines on Clubhouse went or why there’s a new symbol for teamkills, the answer to both is the same: Siege is coming to Asia.

A new dev blog by Ubisoft is very forthcoming about the upcoming changes and why they’re being made. “We are currently working towards preparing Rainbow Six Siege for expansion into Asian territories. As such, there will be some adjustments made to our maps and icons to ensure compliance. None of these changes will have an impact on gameplay,” the post reads. 

Here are some examples of the changes being made.

China has a historically harsh and slow regulation process for games that have driven developers and publishers to make adjustments in order to qualify for the world’s biggest market for games. In 2007, World of Warcraft’s Chinese publisher at the time The9 removed skeletons from the game entirely. As recently as August, Tencent, the largest game conglomerate in Asia, had trouble with the approval process for Fortnite because of an apparent regulatory freeze from China on all games.

The China-specific regulations that developers must adhere to are pretty nonspecific and open to interpretation. Here’s a handy breakdown provided by TechInAsia. China’s Ministry of Culture forbids:

  • Gambling-related content or game features
  • Anything that violates China’s constitution
  • Anything that threatens China’s national unity, sovereignty, or territorial integrity.
  • Anything that harms the nation’s reputation, security, or interests.
  • Anything that instigates racial/ethnic hatred, or harms ethnic traditions and cultures.
  • Anything that violates China’s policy on religion by promoting cults or superstitions.
  • Anything that promotes or incites obscenity, drug use, violence, or gambling.
  • Anything that harms public ethics or China’s culture and traditions.
  • Anything that insults, slanders, or violates the rights of others.
  • Other content that violates the law

As TechInAsia explains, the murkiness of these guidelines can make developers risk-averse when they go to submit their game for approval. In the case of WoW, the complete removal of skeletons might not have been necessary. But it might have also been worth avoiding the hassle of being rejected and going back for reapproval.

The same reasoning may apply directly to Siege and its skull iconography on the Clubhouse map and in the killfeed UI. Does the use of a skull to communicate killing someone promote superstition? Does a skull wearing a hood and with hair put it over the top? Ubi may be asking themselves the very same questions, but would clearly rather bypass the issue altogether than find out.

Though the post doesn't mention it, I wonder if we should expect some changes to some of Siege's cosmetic items, which include stuff like demon masks, skeleton face paint, and gore. On the other hand, Ubisoft could simply elect to regionalize cosmetics rather than making all of them available in all regions. 

In a response to the announcement on Reddit, Siege community manager UbiNoty clarified that the game will actually have a regional version of the game for Asia. "Moving forward, we do recognize and understand that for some elements, it is not possible to have a completely global build. Thus, there will be some things that are split build-wise. While our goal is to maintain as close a parallel as possible between builds, we will also not compromise the core integrity of the gameplay and mechanics as they exist currently," the statement reads. What exactly will be changed only for Asia wasn't specified, but it could have to do with the game's blood content or in-game cosmetics. Aesthetic changes will be global to all versions, but core gameplay could be changed for Asian regions.

For the most part, Ubi’s alterations seem graceful enough to still evoke the same vibe from the map, but I’m curious to see what other small changes players will find when the alterations go live. Ubi didn’t mention when that will be, but I would guess it’ll come at the same time as Year 3 Season 4, expected in early December.

Oct 29, 2018
Tom Clancy's Rainbow Six® Siege - Ubi_F4nch


The Y3S3.2 Patch will deploy on October 29th for PC. his patch includes the balancing changes laid out in the Y3S3 Designer’s Notes and the bugfixes previously deployed to PC with the Y3S3.1.2 patch.

BALANCING
CLASH
  • Reduced weapon swapping speed between CCE Shield and Sidearm.
  • Delay before refilling charge after usage ends increased to 2 seconds, from 1 second.
  • Attackers regain full mobility after 0.5 seconds, down from 1.5 seconds, after being shocked.
MAESTRO
  • ALDA 5.56 recoil aligned with other LMGs.
SMG-11
  • Reducing recoil to improve handling.
VECTOR
  • Reducing recoil to improve handling.

BUGFIXES
GENERAL
Fixed – Deployable shields placed perpendicular to a window prevent vaulting.
It is now impossible to install deployable shields in front of windows in a way that would block vault or rappel in. Trying to do so will result in deploying the shield forward or backward depending on the player position, in a way that will always leave enough room for vaulting or rappelling in.

Fixed – The operator is invisible when players load into game.
Fixed – Pistols have their reticle misaligned with the center of the screen while shooting.
Fixed – No toggle for Montagne and Pulse special abilities (now comes with toggle).
Fixed – Cannot access Bulletproof Camera by pressing the secondary gadget button while prone.
Fixed – While prone, using melee and standing up will switch the knife animation to shield.
Fixed – The Stun Grenade VFX can be cancelled under certain conditions.
Fixed – The squad leader remains alone in a match after one squad member leaves when the leader starts the match.
Fixed – Latency, micro stutters and graphical issues after playing multiple matches and maps in the same Custom game session.
Fixed – End of round timer does not stop when initiating the defuser plant at the last moment.
Fixed – Red Dot scopes have thickened texture on the lens while ADS.

LEVEL DESIGN
BANK
Fixed – Valkyrie Black Eye can see through the ceiling when placed on in a spot on 2F Bank.
Fixed – Spot in 1F Tellers Office allows Valkyrie’s Black Eye to see the corridor and staircase.
Fixed – Spot in 1F Archives allows throwable gadgets to reach 2F Skylight Stairwell.

CLUBHOUSE
Fixed – Attacker drones can see through the ceiling underneath 1F Lobby and Bar.

CONSULATE
Fixed – Drone has no collision with the terrace edge from West Front Yard.

HEREFORD BASE
Fixed – Ranked Match Action phase lasts for 4 minutes on Hereford Base.
Fixed – Equipping a shield drops the fps by 10–20 on Hereford Base.
Fixed – Unstable FPS in Hereford Base.
Fixed – Maestro's gadget is vulnerable by breaking cosmetic destruction, Small pinstripe carpets across the map.
Fixed – Players can hide under a desk in 1F Prep Area.
Fixed – Defuser cannot be picked up after being dropped between the wall and the ammo box in 1F Garage.
Fixed – Defuser cannot be picked up after being dropped between the wooden planks located in EXT Barnyard.
Fixed – Thatcher's EMP grenade does not turn off the faux volumetric glow from the ceiling lights in EXT Barn.
Fixed – Small gap in 2F bathroom ceiling on Hereford base rework.

HOUSE
Fixed – Players can clip inside a wall using a deployable shield at 2F Workshop.

KAFE
Fixed – Players cannot pick up armor plates if the armor bag is deployed on a kettle in 3F Cigar Lounge.

OREGON
Fixed – Operators can get stuck inside a pile of boxes in 1F Office.

Fixed – Player can vault inside the washing machine on Oregon.

OPERATORS
BUCK
Fixed – If Buck mounts Tachanka's LMG Turret with the Skeleton Key on and leaves it, no interaction can be made with the turret afterwards.

CLASH
Fixed – Clash can instantly go into ADS with her secondary after un–equipping her shield.
Fixed – Clash is not able to use Observation Tools while her CCE shield is extended.

ECHO
Fixed – Instead of disappearing when Echo’s Yokai hover drone is disabled, the "Jump" button appears greyed out.
Fixed – If a disabled Yokai hover drone is picked up and re–deployed, it will still be in the disabled state when redeployed.

FINKA
Fixed – Finka’s Spear308's damage falloff over distance is too high.

MAVERICK
Fixed – Maverick’s blowtorch makes no sound on the first use on a wall.
Fixed – Blowtorch SFX persists after Maverick is killed while using it.

MIRA
Fixed – Black Mirror can be destroyed from the other side of a reinforced wall.
Fixed – Mira can place her Mirror under another destroyed Black Mirror.

USER EXPERIENCE
Fixed – Clipping issue on Lion's uniforms.
Fixed – Hibana's face appears washed off when equipped with the Yurei headgear.
Fixed – Holding down both gadget buttons and releasing them in a certain order switches away from Pulse’s Cardiac Sensor.
Fixed – The Chalkboard uniform for Hibana does not appear properly while in First Person.
Fixed – Blitz's arm is delayed when leaning, causing clipping issues with shield.
Fixed – The observation tool icon is missing from the select spawn location screen for attackers in preparation phase in Ranked.

CHARMS
Fixed – A second "Gold Lion Chibi" will float next to the weapon it is attached to.
Fixed – Equipping a country flag charm on the SPSMG9 will also apply on Clash’s CCE shield.
Fixed – Chibi charms are not properly placed on Clash's CCE Shield in load out.
Fixed – Multiple charms are clipping through Blitz's and Clash's shields.
Fixed – Charms equipped on Clash's shield are not visible in 3rd person view.

PICK AND BAN
Fixed – When Joining in Progress during a ban reveal, players will always see the blue smoke.
Fixed – Joining in Progress with previously selected operator does not update teammates blocked operators.
Fixed – During the ready screen, the sizes of the operator's cards are not consistent.
Fixed – The "Change floor" button is missing in the tactical map.
Fixed – The bullet point that indicates the currently voted OP disappears after changing display mode.
Oct 26, 2018
Tom Clancy's Rainbow Six® Siege - Ubi_F4nch


Between October 25th and October 31st, House is getting a spooky facelift. During this event, you will be able to play through the "Mad House" playlist, with a selection of 10 Operators + everyone's favorite Recruit.

https://youtu.be/gmDSPaz3Soo

In addition to the 1 free pack that players who log in during this event will receive, there are Club Challenges available for additional Crimsonveil Collection packs! You will be able to obtain two more packs through this Club Challenge. In order to complete these challenges, you will need 30, and 60, kills in the Mad House playlist.

The Crimsonveil Collection itself will contain 22 items, with no duplicates. They will be available from October 25th through November 5th.

SLIME


FINKA


JAGER


THERMITE


VALKYRIE


VIGIL

Tom Clancy's Rainbow Six® Siege

A new entry in Ubisoft’s Designer Notes series gives Rainbow Six Siege players an update on operator balance as we continue through Operation Grim Sky. There are only a few immediate changes to balance coming in the next patch, including key nerfs to Clash as well as adjustments to SMGs and Maestro. 

Clash

  • Reduced weapon swapping speed between CCE Shield and Sidearm   
  • Delay before refilling charge after usage ends increased to 2 seconds, from 1 second   
  • Attackers regain full mobility after 0.5 seconds, down from 1.5 seconds, after being shocked

“Ultimately, we believe that this will further drive the idea that Clash is reliant on teammates, as opposed to an Operator than can exist completely independently,” the blog post reads. Clash’s previous super-human weapon swap speed turned out to be the result of a bug that was corrected in last week’s patch. These further changes cement Clash’s role as a scout to make callouts and a way to assist your teammates with kills.

Maestro

Since Maestro’s release back in June, his signature ALDA LMG has proven to be a powerhouse for defender weapons, thanks in part to its unique hipfire recoil that gets more accurate as you keep firing. Ubi said this abnormal advantage led to “confusion, and did not play out in the way that we had anticipated.”

As detailed later in a developer AMA by game designer Emilien Lomet, the original intention behind the ALDA was to try out “suppressive fire gameplay that would not require difficult implementation,” but it didn’t work out the way they hoped. This change still leaves the ALDA in a great place as a defender weapon, but maybe gives Maestro mains a reason to switch to their secondary at close range.

The new recoil patterns introduced for all guns at the outset of Operation Grim Sky had a particularly harsh effect on SMGs with high fire rates. Ubi wanted to discourage using a secondary SMG as your primary, as has been common with Smoke and Dokkaebi. But Ubi has now lowered the recoil of Smoke’s SMG-11 and Mira’s Vector, saying the initial recoil had a “significant impact” on them.

The posts ends with status updates on two operators that the balancing team still isn’t happy with: Lion and Glaz. Ubi says Lion continues to be “problematic for us at higher level play.” They’re working on two possible ways to rework him at the moment. One would “remove the intel gathering aspect of his gadget” entirely, and the other would shift the red outline of his scan to a more “Jackal style ping” that updates the player location at a slower rate. Both of these ideas are in the early stages and nothing is final yet.

Ubi’s comments about Glaz are a little more cryptic, but it wants to move away from his established role as a site pusher. “We want to bring him closer to the original idea of a sniper, holding a line of sight with a high powered rifle,” reads the post. To me, this points to a change to his thermal scope that can see through smoke. One other comment by devs might hint at this possibility. In response to a question about Alibi’s Prisma decoys, the development team said “changes to other operators might make her Prismas more appealing.” Glaz’s scope is the only gadget that can see through the decoy’s ruse, so a future change to this interaction makes sense.

Ubi also gave a quick update on a few other reworks and another operator they’d like to work on in the future. Thatcher and Castle’s reworks are still in progress, Frost’s Welcome Mats continue to be reconsidered, and forever-meme Tachanka will get his rework eventually. A new candidate mentioned was Fuze, whose gadget is “very risky and not reliable to use” most of the time, according to Ubi.

No definite date was given for the mid-season balance patch, but based on Ubi’s track record we can expect it in the next week or so.

Tom Clancy's Rainbow Six® Siege - Ubi_F4nch


The “Designer’s Notes” series will provide you with insight into our Balancing team’s thoughts on Operator balancing around the middle of each Season. These will come after we have reviewed the data and feedback from the new Operators, and changes made with the latest Season. We are hosting an AMA on our subreddit starting at 2:00pm EDT (October 23rd). After reading these changes, please head here to ask your questions!

We utilize data and player feedback to make decisions on adjustments. With that in mind, we wanted to share some of the data they have been looking at for our various Operators. The following charts plot the power (Win Delta) and popularity (Pick Rate) of the Operators on Attack and Defense. The Win Delta is the average win ratio when an Operator is picked minus the average win ratio when an Operator is not picked.

Attackers



Defenders



Upcoming Changes
Clash
  • Reduced weapon swapping speed between CCE Shield and Sidearm
  • Delay before refilling charge after usage ends increased to 2 seconds, from 1 second
  • Attackers regain full mobility after 0.5 seconds, down from 1.5 seconds, after being shocked
We do recognize that Clash is currently not performing well in terms of Win Delta, and these changes may lead people to believe that we are nerfing an already underpowered Operator. We have made these changes to refocus Clash to fulfill the function that she was originally intended to perform, and do not anticipate a major impact on general Ranked usage or strength.

The swapping speed change is more of a bug fix than a balancing change. We had never intended for her swapping speed to be that fast from a design standpoint. When players would immediately ADS, they would skip the “equip” animation for the sidearm, and therefore significantly reduce the equip time. We also increased the amount of time it takes to put the CCE Shield on her back, further increasing the amount of time it takes to switch to a weapon. Our design intention is that she should be able to swap to a side arm outside of a gun fight or behind cover, but not be as lethal as she is currently.

The issue with the current state of the delay in the refill charge, and the reduction in the amount of time it takes for Attackers to regain full mobility is that it led to players being able to use her shock in short bursts to keep Attackers slowed for too long. On the topic of regaining mobility more quickly, this will also allow Attackers to move around a corner and escape without Clash being able to chase them down and continue shocking them. The goal of these changes is to lower frustration, and further empower our Attackers in their ability to manage encounters with Clash.

Ultimately, we believe that this will further drive the idea that Clash is reliant on teammates, as opposed to an Operator than can exist completely independently. She is not intended to be able to hold half of the map by herself, and will now require the proper support from teammates to do so.

Maestro
  • ALDA 5.56 recoil aligned with other LMGs
With the ALDA, we took a unique approach to LMG hipfire recoil. His LMG would have reduced recoil the longer it sustained fire without aiming down sights. This led to confusion, and did not play out in the way that we had anticipated. As such, we are removing this recoil style, and will be aligning the ALDA hipfire recoil with how the recoil for our other weapons acts.

SMG-11
  • Reducing recoil to improve handling
Following the weapon sight misalignment fix that came with Operation Grim Sky, we saw that it has had a significant impact on Smoke and Mira. As such, we are tweaking the recoil value on the SMG-11 to give Smoke a bit more viability when using this weapon.

Vector
  • Reducing recoil to improve handling
Following the weapon sight misalignment fix that came with Operation Grim Sky, we saw that it has had a significant impact on Smoke and Mira. As such, we are tweaking the recoil value on the Vector to improve the firepower that Mira is able to bring to the table.

Current Status

Lion
Lion continues to be problematic for us at higher level play. We have a designer that is currently testing a pair of separate possible short-term solutions. One adjustment would remove the intel gathering aspect of his gadget, or we may go with the other, which will trigger more of a Jackal style ping. This is still very early on in testing and production, and will have more details to share once these changes have gone through some feedback sessions.

Glaz
Much like Lion, we are not happy with Glaz in his current state. We are trying to move away from his role as one of the best “site pushing” Operators, supported by his own Smoke Grenades. We want to bring him closer to the original idea of a sniper, holding a line of sight with a high powered rifle. This one is also early on in production, but is a bit more promising. Much like the Lion change, we will be performing additional play tests internally (with Pro players), and plan to share more details in a future Test Server or Designer’s Notes entry as it draws closer to going live.

To ensure that your questions from these changes are answered, our balancing team will be participating in an AMA on our subreddit starting at 2:00pm EDT, October 23rd. Feel free to ask them your questions here! We look forward to seeing you there.

Balancing Team AMA.
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