Original Post — Direct link
https://www.ubisoft.com/en-us/game/r...asons/voidedge

Kinda interesting changes to explosions and loudouts (why remove a pistol from castle and not let him have all 3 guns now?), i REALLY hope they rework unused weapons but who am i kidding ,they are too lazy to do that
over 4 years ago - UbiMorning - Direct link
Originally Posted by The_.Riddler
The only thing that interests me is this "Replay" feature they talk about. This is very interesting to me. Could this be a tool to finally expose cheating? If you can replay from the perspective of ANY player, then things like wall banging, recoil scripting, and so forth would be obvious and could be reported without argument. Will the replay function expose the cheating? This is interesting to me, indeed.
We will have more info on this soon! It was great to see how excited everyone was at the announcement of this tool being implemented.

why remove a pistol from castle and not let him have all 3 guns now?)
From our Designer Notes:
At the moment, Castle can only create two rotations, thanks to his impact grenades. We want him to be an accomplished architect. Starting with Y5S1 Miles will be able to use his Super Shorty to create more advanced and complex set-ups. We hope that this new sidearm will lead to reducing the amount of remodeling that usually falls onto Smoke and Mira’s shoulders.
The frag grenades on Maverick will be a total disaster for the defenders though, there is no way it will survive the end of the TTS.
Can you clarify why you feel this way?

And how is the recruit an ideal pick over an operator?? Learning process..familiarizing..with presets??
The goal with Recruit is to give a basic operator for brand new playesr who do not have any of the other operators yet.
over 4 years ago - UbiMorning - Direct link
im more interested in the CS style frag movies that could now be done with this tool , hope they dont forget to add a freecam!!!
This would be a really cool use of the tool!

First of all, I feel some sort of doubts about adding frag grenades to 4 operators. There's too many. How comes Ubi tries to tone down Jager pickrate - and literally makes actions that naturally increase it? I thought it is obvious. It wouldn't be a surprise for me if people start picking BOTH Jager and Wamai just to be sure at least something of their shields and cameras survives.
Just to make sure I understand: You are saying that Jackal is a counter/typical pick against Frags?

As for Maverick with frags... I personally find him a strong character without major counters, he just doesn't need any buff. Imagine Thermite with frags - he would be able shooting holes above the reinforced walls and destroying electricity for himself, which is ridiculous. Now Maverick is stronger. He can make a hole and shoot down possible ADS on the other side, he can burn a hole above the shooting line and then toss a grenade to kill an enemy sitting behind a cover (map knowleadge is needed, but then Maverick is not for a newcomers). Frag grenades would give him too much independency from a team.
Thanks for explaining! We'll keep an eye on feedback as the TTS goes on to see how others feel about Mav's new changes. Our designer notes mention the point of the change was to improve his pickrate to be on the same level as Thermite and Hibana.

Also I want asking something. Designer's notes don't explain the Vulcan shields changes, and I'm quite sad about it breaking instead of exploding upon falling down on it. Can you comment on it? Why was it done? I know just a couple of places where it could be used that way, can't imagine someone decided it is an op strategy.
I'll double check on this!
EDIT: This appears to have been a bug and not intended in the first place.
over 4 years ago - UbiMorning - Direct link
Isn't falling or stepping on a shield destroys it completely?
I'm working on getting more clarification, but what was fixed was the interaction if you fell through a hatch on top of the shield. It still triggers if you vault over the shield.
over 4 years ago - UbiYubble - Direct link
Originally Posted by xcel30
Sorry if a bit late, but i still don't understand WHY removing the M45, i understand adding super shorty no problem since he closes rotations he should also be able to have tools to not lock down his team, but why also remove a pistol?
This is more of a speculative response, but it might have to do with the redundancy of having two pistol secondaries. Plus, I do believe the 5-7 is the preferred pistol on Castle.
over 4 years ago - UbiYubble - Direct link
Originally Posted by xcel30
I mean i could steer this conversation to redundant loudouts that happen with operatos that have machine pistols and shotguns secondaries drasticly overshadowing pistols (jackal, mozzie, maestro, smoke, hibana amd few others) they mention how they know thats an issue by saying that DMRs are in a bad place, but i would say that the issues ran deeper than that
It would definitely be a conversation worth having. If you want, you can make a new thread about it so we don't end up derailing this one too much.