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In this latest edition of Designer's Notes, we'll go into detail about the balancing changes that'll come with the Y8S4.2 Update and give you some insight into the reasons behind them.
BALANCING MATRIX AND TOP OPERATOR BANS WIN DELTA VS. PRESENCE
Please note that we are using presence to gauge the popularity of an Operator. This notion had to be introduced to reflect the implementation of the pick & ban.
Presence definition: pick rate of an Operator when not banned. Win Delta: The Win Delta is aggregated from Operator's Win Deltas per Bomb Site.
OPERATOR BAN RATE
OPERATOR BALANCING
AZAMI KIBA BARRIER
They can be placed in locations that are impossible to reach with melees or extremely risky to approach. Additionally, explosives as the only reliable way to counter them makes her very taxing for Attackers and limits their flexibility to pick operators with non-explosive utility. Repeatedly destroying placed barriers is tedious and frustrating for attackers, even more so if you have used explosives to deal with them.
To try and solve those problems, we tested several options that were later discarded:
- Soft: The idea was to allow bullets to go through the barrier. This turned the barriers into an indestructible soft wall, which was interesting, and fixed some nasty pixel peeks that are unchallengeable for attackers. It also mitigated the urgency to destroy them, therefore the resources required, as you could pre-fire through them to inhibit the defender from using them. But we considered that this took away too much of the Kiba Barrier's identity.
- Lifespan: In this prototype, the barriers would only last for a specific time and then they would auto-destroy. The main problem with this version was that Attackers didn't have any authority or a new way to deal with them besides waiting, and it wasn't a fun interaction.
Finally, we decided that adding a new way to destroy them from a distance was the best approach, so the barriers keep their essence, and Attackers have more options. Kiba Barriers will now be vulnerable to bullets. They will take damage and get destroyed when their life is down to 0. As they are similar to walls, the damage received will be affected by the weapon caliber, so high caliber weapons, such as DMRs or LMGs, will destroy the barriers faster, while lower caliber weapons, such as Handguns or SMGs, will require more bullets.
All the other ways to destroy the barriers will remain the same, so a single explosion or 3 melee hits will also do the job. However, you can combine them, so hitting them twice and then shooting at them from a safer location is possible.
FINKA
ADRENAL SURGE
Weapon reload speed increase bonus removed.
Clears the shields' Suppressive Fire debuff. Reduces its effect by 50% if applied while affected by Adrenal Surge.
We have removed the weapon reload bonus from the Adrenal Surge to make the bonus on the new Angled Grip more appealing. Without speeding-up the animations and with the possibility of both effects stacking, the new attachment wasn't as impactful as we wanted.
WEAPON BALANCING WEAPON CLASSES GENERAL
We have also taken a deeper look at the LMG class. We nerfed them significantly last year to address the LMG-meta, but now we can bring them back. Along with tweaks to specific weapons that are listed below, we are going to add a movement penalty to the whole class to compensate for their magazine capacity.
Clearing all the fundamentals has allowed us to expand on the Weapon Attachments System by adding new attachments and new types of bonuses, as you will see below.
The current speed makes peeking a corner too advantageous, entering danger should be properly judged and have risks. Therefore, we have reduced the ADS speed across all weapons. The new timings aim to reduce the strength of fast-peeking and return some advantage to holding an angle or repositioning. Additionally, we have simplified what determines the precision from hip fire to aiming down sights, leaving only 3 typologies:
-Fast: Most of the precision is gained during the initial part of the transition (antilogarithmic). You can shoot with relatively good precision during the aiming animation.
-Medium: The precision is increased at a constant pace (linear).
-Slow: Most of the precision is gained during the final part of the transition (logarithmic). During the animation, it is more likely to still miss some shots on the target because it takes longer to transition from hip fire accuracy to ADS
SIGHTS IRON SIGHT Category: No sight.
First off, we have made an existing option more meaningful. The "None" sight option is now Iron Sight and has a category, No Sight. You will aim faster if you choose Iron Sights, its shape will depend on the weapon, so there is a wide variety of options to explore and test if they fit your play style.
Secondly, we have the Non-Magnifying category, which includes all the attachable sights without magnification. This is a category you already know and is where you can find the Red Dot, Holographic, and Reflex sights. This category will also have an ability, and similarly No Sight, they will increase your ADS speed but with a lower percentage as they are generally more comfortable to use. We have also detected a couple of reticles that were slightly better than the rest, so we have re-balanced them.
Finally, we have reorganized all the Magnifying scopes. There are fewer magnifications, making the choice and differences between each one more meaningful. We have kept only two, now called Magnified and Telescopic. For each scope type, you will have a few options to choose depending on which one is more comfortable for you. We have also tweaked the Magnified A and C reticles, so the options are balanced.
The Magnifying scopes' distribution has also changed. We believe that now every sight has its pros and cons, so we can be less restrictive with their distribution:
- The Magnified will be available on every Assault Rifle, Submachine Gun, Light Machine Gun, Marksman Rifle, and Slug Shotgun in Attack.
- The Magnified will be available on every Slug Shotgun, Marksman Rifle, and in some designated Submachine Gun in Defense (listed above).
- The Telescopic will be available on every Marksman Rifle in Attack.
All the changes listed here, will create a lot of possibilities and many new scenarios. This is a new beginning for the weapon attachments system. We are happy with the current proposal, but we will monitor everything closely and continue making adjustments if needed in future patches.
UNDER BARRELS LASER
Now that we are tweaking the ADS speed across all the weapons, we didn't want to have this bonus limited to only those with access to grips. The laser has been available on almost every weapon since Y6S3.0, so everyone can use it and benefit from its ability.
Additionally, the Laser has the downside of revealing your presence, so it made sense to pair it with one of the most aggressive bonuses.
GRIPS ANGLED GRIP
The Angled Grip has also been reworked, and now grants Weapon Reload speed, an exciting bonus for those weapons that need to reload often or have long animations.
Silencers and Extended Barrels have been more popular since their respective reworks, so we have also reduced the recoil control bonus of the Vertical Grip, making equipping them a tougher decision.
Only weapons with access to the Grips section can make use of these options. By default, they are unavailable, and you must equip the attachment to get the ability. As an example, the MP5K doesn't have the Vertical Grip bonus, and the F2 doesn't have the Horizontal Grip bonus.
BALLISTIC SHIELD BASE
Movement:
Weapon handling:
Melee:
FREE LOOK *Please note: The "Freelook Throw" animation has been disabled temporarily and will be fixed in a later update. *
This update also helps realign our ballistic shields to follow two core Siege design principles:
Like all other weapons and equipment, it is our goal to make sure every item in our operator's armories has a role and is viable when deployed with creative strategies and teamplay. We will be monitoring these changes and bringing more updates to our shields in the future.
LMG-E WEAPON RECOIL PC & Console
6P41 WEAPON RECOIL PC & Console
M249 WEAPON RECOIL PC & Console
M249 SAW WEAPON RECOIL PC & Console
OPERATORS AFFECTED
G8A1 WEAPON RECOIL PC & Console
The inclusion of the Speed Reduction for LMGs gives us more space to make the G8A1 recoil a little easier to control, this should ensure that this weapon retains and potentially improves its performance and appeal to players.
Follow us and share your feedback on Twitter and Reddit.
BALANCING MATRIX AND TOP OPERATOR BANS WIN DELTA VS. PRESENCE
Please note that we are using presence to gauge the popularity of an Operator. This notion had to be introduced to reflect the implementation of the pick & ban.
Presence definition: pick rate of an Operator when not banned. Win Delta: The Win Delta is aggregated from Operator's Win Deltas per Bomb Site.
OPERATOR BAN RATE
OPERATOR BALANCING
AZAMI KIBA BARRIER
- Barriers have 999hp.
- Barriers are vulnerable to bullet damage.
- The damage dealt to the barriers depends on the weapons' caliber or destruction output.
They can be placed in locations that are impossible to reach with melees or extremely risky to approach. Additionally, explosives as the only reliable way to counter them makes her very taxing for Attackers and limits their flexibility to pick operators with non-explosive utility. Repeatedly destroying placed barriers is tedious and frustrating for attackers, even more so if you have used explosives to deal with them.
To try and solve those problems, we tested several options that were later discarded:
- Soft: The idea was to allow bullets to go through the barrier. This turned the barriers into an indestructible soft wall, which was interesting, and fixed some nasty pixel peeks that are unchallengeable for attackers. It also mitigated the urgency to destroy them, therefore the resources required, as you could pre-fire through them to inhibit the defender from using them. But we considered that this took away too much of the Kiba Barrier's identity.
- Lifespan: In this prototype, the barriers would only last for a specific time and then they would auto-destroy. The main problem with this version was that Attackers didn't have any authority or a new way to deal with them besides waiting, and it wasn't a fun interaction.
Finally, we decided that adding a new way to destroy them from a distance was the best approach, so the barriers keep their essence, and Attackers have more options. Kiba Barriers will now be vulnerable to bullets. They will take damage and get destroyed when their life is down to 0. As they are similar to walls, the damage received will be affected by the weapon caliber, so high caliber weapons, such as DMRs or LMGs, will destroy the barriers faster, while lower caliber weapons, such as Handguns or SMGs, will require more bullets.
All the other ways to destroy the barriers will remain the same, so a single explosion or 3 melee hits will also do the job. However, you can combine them, so hitting them twice and then shooting at them from a safer location is possible.
FINKA
ADRENAL SURGE
Weapon reload speed increase bonus removed.
Clears the shields' Suppressive Fire debuff. Reduces its effect by 50% if applied while affected by Adrenal Surge.
We have removed the weapon reload bonus from the Adrenal Surge to make the bonus on the new Angled Grip more appealing. Without speeding-up the animations and with the possibility of both effects stacking, the new attachment wasn't as impactful as we wanted.
WEAPON BALANCING WEAPON CLASSES GENERAL
- New classes: Revolver, Sniper Rifle, Slug Shotgun.
- Movement speed reduced by 10%.
- Normalized and simplified ADS curve transitions:
- Fast: Handguns, Revolvers, Shotguns.
- Medium: Marksman Rifles, Sniper Rifles.
- Slow: Machine Pistols, Submachine Guns, Assault Rifles, Light Machine Guns, Slug Shotguns.
- Reduced ADS speed from idle/walk stances:
- Handgun: 240ms (from 200).
- Revolver: 240ms (from 200).
- Machine Pistol: 380ms (from 280).
- Submachine Gun: 460ms (from 300).
- Assault Rifle: 520ms (from 400).
- Light Machine Gun: 560ms (from 450).
- Marksman Rifle: 520ms (from 400).
- Sniper Rifle: 520ms (from 400).
- Shotgun: 340ms (from 250).
- Slug Shotgun: 520ms (from 400).
- Hand Cannon: 240ms (from 200).
- Reduced ADS speed from sprint (same proportion).
- Launchers are also affected. The ADS Speed depends on their type of sight.
We have also taken a deeper look at the LMG class. We nerfed them significantly last year to address the LMG-meta, but now we can bring them back. Along with tweaks to specific weapons that are listed below, we are going to add a movement penalty to the whole class to compensate for their magazine capacity.
Clearing all the fundamentals has allowed us to expand on the Weapon Attachments System by adding new attachments and new types of bonuses, as you will see below.
The current speed makes peeking a corner too advantageous, entering danger should be properly judged and have risks. Therefore, we have reduced the ADS speed across all weapons. The new timings aim to reduce the strength of fast-peeking and return some advantage to holding an angle or repositioning. Additionally, we have simplified what determines the precision from hip fire to aiming down sights, leaving only 3 typologies:
-Fast: Most of the precision is gained during the initial part of the transition (antilogarithmic). You can shoot with relatively good precision during the aiming animation.
-Medium: The precision is increased at a constant pace (linear).
-Slow: Most of the precision is gained during the final part of the transition (logarithmic). During the animation, it is more likely to still miss some shots on the target because it takes longer to transition from hip fire accuracy to ADS
SIGHTS IRON SIGHT Category: No sight.
- Magnification: 1.0x.
- Added +10% ADS speed bonus.
- Magnification: 1.0x.
- Added +5% ADS speed bonus.
- Magnification: ~2.5x.
- Attackers' distribution:
- Available on every weapon.
- Defenders' distribution:
- 9mm C1: Frost.
- P10 Roni: Mozzie.
- 9x19SVN: Tachanka.
- ACS12: Alibi, Maestro, Azami.
- AR-15.50: Tubarao.
- BOSG.12.2: Vigil.
- Mk 14 ERB: Aruni.
- MP5K: Wamai.
- MP5: Doc, Melusi, Rook.
- P90: Doc, Rook.
- TCSG12: Goyo, Kaid.
- UMP45: Castle.
- UZK50GI: Thorn.
- Vector .45 ACP: Goyo.
- Magnification: ~3.5x.
- Available only on Attacking DMRs.
- Increased middle dot size:
- Holo A.
- Holo C.
- Red Dot C.
- Magnified A.
- Reduced middle dot size:
- Holo B.
- Magnified C.
First off, we have made an existing option more meaningful. The "None" sight option is now Iron Sight and has a category, No Sight. You will aim faster if you choose Iron Sights, its shape will depend on the weapon, so there is a wide variety of options to explore and test if they fit your play style.
Secondly, we have the Non-Magnifying category, which includes all the attachable sights without magnification. This is a category you already know and is where you can find the Red Dot, Holographic, and Reflex sights. This category will also have an ability, and similarly No Sight, they will increase your ADS speed but with a lower percentage as they are generally more comfortable to use. We have also detected a couple of reticles that were slightly better than the rest, so we have re-balanced them.
Finally, we have reorganized all the Magnifying scopes. There are fewer magnifications, making the choice and differences between each one more meaningful. We have kept only two, now called Magnified and Telescopic. For each scope type, you will have a few options to choose depending on which one is more comfortable for you. We have also tweaked the Magnified A and C reticles, so the options are balanced.
The Magnifying scopes' distribution has also changed. We believe that now every sight has its pros and cons, so we can be less restrictive with their distribution:
- The Magnified will be available on every Assault Rifle, Submachine Gun, Light Machine Gun, Marksman Rifle, and Slug Shotgun in Attack.
- The Magnified will be available on every Slug Shotgun, Marksman Rifle, and in some designated Submachine Gun in Defense (listed above).
- The Telescopic will be available on every Marksman Rifle in Attack.
All the changes listed here, will create a lot of possibilities and many new scenarios. This is a new beginning for the weapon attachments system. We are happy with the current proposal, but we will monitor everything closely and continue making adjustments if needed in future patches.
UNDER BARRELS LASER
- Removed Hip Fire bonus.
- Added +10% ADS speed bonus.
- The Laser bonus has changed to ADS speed.
Now that we are tweaking the ADS speed across all the weapons, we didn't want to have this bonus limited to only those with access to grips. The laser has been available on almost every weapon since Y6S3.0, so everyone can use it and benefit from its ability.
Additionally, the Laser has the downside of revealing your presence, so it made sense to pair it with one of the most aggressive bonuses.
GRIPS ANGLED GRIP
- Removed ADS speed bonus.
- Added +20% weapon reload speed.
- The "None" option is now called "Horizontal Grip".
- Added +5% movement speed bonus.
- Bonus reduced to +20% vertical recoil control (from +25%).
The Angled Grip has also been reworked, and now grants Weapon Reload speed, an exciting bonus for those weapons that need to reload often or have long animations.
Silencers and Extended Barrels have been more popular since their respective reworks, so we have also reduced the recoil control bonus of the Vertical Grip, making equipping them a tougher decision.
Only weapons with access to the Grips section can make use of these options. By default, they are unavailable, and you must equip the attachment to get the ability. As an example, the MP5K doesn't have the Vertical Grip bonus, and the F2 doesn't have the Horizontal Grip bonus.
BALLISTIC SHIELD BASE
Movement:
- Every operator equipped with a Ballistic Shield will keep it in front while sprinting.
- An operator equipped with a Ballistic Shield can push through a barricade without having to hit them twice. Does not work from rappel.
Weapon handling:
- The ability to hip fire has been removed.
- Reduced accuracy during the shield unequip animation.
- During the ADS animation with a shield, the weapon will not shoot until it is pointing forward.
- Reduced ADS time to 0.5 seconds walking and 0.55 seconds sprinting (from 0.6 both).
- The reload animation is performed behind the shield.
- The reload will now be triggered automatically when the weapon runs out of bullets.
Melee:
- New defensive melee animation.
- The melee now deals pushback and 65hp damage (from 100% DBNO).
- New gadget throw animation from behind the shield (the animation will arrive in a later update).
- New gadget trigger animation from behind the shield.
- The Ballistic Shield remains equipped while escorting the Hostage.
- Touching fire will trigger the guard break with 40% intensity (same as electricity).
FREE LOOK *Please note: The "Freelook Throw" animation has been disabled temporarily and will be fixed in a later update. *
- Can hold the FREE LOOK button to check your surroundings while keeping the Ballistic Shield aiming forward.
- Can throw gadgets towards the direction you are looking.
- The operator will be suppressed if the Ballistic Shield receives too many bullet impacts.
- Trigger: 10 bullets.
- Maximum intensity: 40 bullets.
- Fall off: 7 seconds.
- While suppressed, the operator cannot sprint.
- While suppressed, the visibility is reduced according to the effect's intensity.
- Blitz
- Fuze
- Montagne
- Clash (only suppressive fire)
This update also helps realign our ballistic shields to follow two core Siege design principles:
- To be lethal with a gun, you need to be vulnerable.
- Actions from Player's direct input are not to be randomized. They are to be deliberate, consistent and reliable.
Like all other weapons and equipment, it is our goal to make sure every item in our operator's armories has a role and is viable when deployed with creative strategies and teamplay. We will be monitoring these changes and bringing more updates to our shields in the future.
LMG-E WEAPON RECOIL PC & Console
- Reduced first kick.
- Reduced vertical recoil.
- The recoil will remain stable for longer during a sustained fire burst.
- Ram
- Zofia
6P41 WEAPON RECOIL PC & Console
- Reduced first kick.
- Reduced vertical recoil.
- Reduced lateral recoil.
- The recoil will remain stable for longer during a sustained fire burst.
- Finka
- Fuze
M249 WEAPON RECOIL PC & Console
- Reduced first kick.
- Reduced vertical recoil.
- Reduced lateral recoil.
- The recoil will remain stable for longer during a sustained fire burst.
- Capitao
- Attacker Recruit
M249 SAW WEAPON RECOIL PC & Console
- Reduced first kick.
- Reduced lateral recoil.
OPERATORS AFFECTED
- Gridlock
G8A1 WEAPON RECOIL PC & Console
- Reduced vertical recoil.
- The recoil will remain stable for longer during a sustained fire burst.
- Amaru
- IQ
The inclusion of the Speed Reduction for LMGs gives us more space to make the G8A1 recoil a little easier to control, this should ensure that this weapon retains and potentially improves its performance and appeal to players.
Follow us and share your feedback on Twitter and Reddit.