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{"id":3105692,"date":"2018-05-01T15:13:00","date_gmt":"2018-05-01T13:13:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/rainbow_six_siege-patch_12_mit_balance-anpassungen_lmgs_und_operator\/3105692"},"modified":"2024-05-10T23:40:06","modified_gmt":"2024-05-10T21:40:06","slug":"rainbow_six_siege-patch_12_mit_balance-anpassungen_lmgs_und_operator","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/rainbow_six_siege-patch_12_mit_balance-anpassungen_lmgs_und_operator\/3105692","title":{"rendered":"Rainbow Six Siege – Operation Chimera: Patch 1.2 mit Balance-Anpassungen (LMGs und Operator)"},"content":{"rendered":"F\u00fcr die PC-Version von Rainbow Six Siege<\/a> (Operation Chimera) erscheint heute der Patch 1.2. Die Konsolen werden am 2. Mai versorgt. Der Patch nimmt haupts\u00e4chlich Balance-Anpassungen und Fehlerkorrekturen vor. Die Balance-Ver\u00e4nderungen erl\u00e4utern<\/a> die Entwickler folgenderma\u00dfen. Das Change-Log findet ihr hier<\/a>.
Lion<\/strong>
“Unsere Daten legen nahe, dass Lion aktuell zu stark ist. Seine Auswahlquote in der Profiliga betr\u00e4gt beinahe 100 %, zudem f\u00e4llt sein Sieg-Delta auch in den Ranglistenspielen zu hoch aus. Es ging ebenfalls Feedback bei uns ein, dass er kein fairer Gegner sei. Um ihn an die anderen Angreifer anzugleichen, nimmt unser Balancing-Team daher ein paar \u00c4nderungen vor.<\/em>
<\/p>- Scan-Umriss: “Werdet ihr von Lions Scan erfasst, wird ihm euer Umriss nicht mehr angezeigt, solange ihr euch nicht bewegt. Daraus folgen zwei gr\u00f6\u00dfere Konsequenzen: Wer erfasst wird und stillsteht, dessen Umriss erscheint nicht mehr \u2013 Angreifer wissen also noch, wo ihr euch befindet, ihr k\u00f6nnt jedoch eure K\u00f6rperhaltung \u00e4ndern, ohne dass sie es mitbekommen. Werdet ihr nur sehr kurz erfasst, wird es f\u00fcr Angreifer jetzt schwieriger, eure Position zu bestimmen. Dies ist nur ein erster Schritt, um den Verteidigern mehr M\u00f6glichkeiten zu bieten, der Erkennung durch Lion etwas entgegenzusetzen. Wir arbeiten weiter daran, die Funktionsweise von Lions Erkennung zu optimieren. Euer Feedback ist dabei hilfreich f\u00fcr uns.”<\/em><\/li>
- Scanladungen und Abklingzeit: “Wir verringern die Anzahl der Ladungen von 3 auf 2 und erh\u00f6hen die Abklingzeit zwischen jeder Ladung von 10 auf 20 Sekunden. Auf diese Weise wollen wir die Spieler dazu bringen, Lions Scan \u00fcberlegter einzusetzen. Aktuell ist es noch zu leicht, die Scans w\u00e4hrend wichtiger Momente im Spiel aneinanderzureihen.”<\/em><\/li><\/ul>
J\u00e4ger<\/strong>
J\u00e4gers Elstern werden die Ladungen von Hibanas X-KAIROS nicht mehr zerst\u00f6ren. Diese Interaktion wurde deaktiviert, damit sie J\u00e4gers Elster-System nicht mehr so einfach aushebeln kann. Ein einziger Schuss aus dem X-KAIROS-Werfer konnte die Ladungen mehrerer Elstern leeren, ohne dass das Angreiferteam daf\u00fcr hohen Aufwand betreiben musste. Dies trug zu Hibanas allgemeinem Nutzen bei, wodurch sich ihre Auswahlquote erh\u00f6hte. Durch Entfernung dieser Interaktion werden sich die Teams jetzt mehr anstrengen m\u00fcssen, um J\u00e4gers Elster-Systeme zu umgehen.<\/em>
Blitz<\/strong>
Wir suchen nach Wegen, Blitz spielerisch attraktiv zu machen, ohne dass aus ihm dabei ein frustrierender Gegenspieler wird. Aus diesem Grund haben wir die Blendreichweite seines Blitz-Schilds von 8 auf 5 Meter verringert. Zudem verf\u00fcgt er jetzt nur noch \u00fcber 4 statt 5 Ladungen. Durch die \u00c4nderungen in Jahr 3 Saison 1 hat sich die Auswahlquote von Blitz dem Durchschnitt angen\u00e4hert, doch sein Sieg-Delta bleibt weiterhin zu hoch. Die Verringerung seiner Blendwirkung ist ein erster Schritt in die richtige Richtung. Wir halten Ausschau nach neuen M\u00f6glichkeiten, um ihn als Verteidiger im Nahkampf zu kontern, doch daf\u00fcr ben\u00f6tigen wir mehr Zeit.<\/em>
Vigil<\/strong>
Wir nehmen einige \u00c4nderungen an der elektronischen Rendering-Tarnung vor. Ihre Ladung wird jetzt nach 12 statt 30 Sekunden aufgebraucht sein. Daf\u00fcr f\u00fcllt sie sich doppelt so schnell auf, n\u00e4mlich in 6 statt 12 Sekunden. Durch Elas Abschw\u00e4chung ist Vigil an die Spitze des Rudels ger\u00fcckt. Er geh\u00f6rt jetzt zu den st\u00e4rksten Patrouillen im Spiel. Diese \u00c4nderung hat zur Folge, dass die Spieler mit Vigils Ressourcen umsichtiger und zugleich geschickter umgehen m\u00fcssen, um effektiv zu bleiben. In der Zukunft werden wir seine Ausr\u00fcstung (insbesondere Waffen) einer Pr\u00fcfung unterziehen.<\/em>
Hibana<\/strong>
Hibana b\u00fc\u00dft ihre Claymore ein, im Gegenzug erh\u00e4lt sie eine Sprengladung. Ihre Auswahlquote f\u00e4llt in der Profiliga und in den Ranglistenspielen zu hoch aus. Dies ist nicht verwunderlich, weil sie f\u00fcr das Angreiferteam von entscheidendem Nutzen ist. In Bezug auf Schusswaffen ist sie Thermite \u00fcberlegen, doch bevor wir daran etwas \u00e4ndern, wollten wir uns ihrem Nutzen zuwenden. Thermite ist jetzt der einzige schwere Durchbruchsoldat mit einer Claymore. Wir erwarten, dass sich ihre Beliebtheit hierdurch ausgleichen wird. Wom\u00f6glich werden wir noch mehr \u00e4ndern, doch zun\u00e4chst m\u00f6chten wir beobachten, was diese \u00c4nderung f\u00fcr Folgen hat.<\/em>
Ying<\/strong>
Wir tauschen Yings Rauchgranate gegen eine Claymore. In stark organisierten Gruppen ist sie aktuell zu stark, w\u00e4hrend sie in hohen Ranglistenspielen zu schwach ist. Zusammen mit den LMG-\u00c4nderungen wird sich diese \u00c4nderung positiv auf beide Kontexte auswirken.<\/em>
LMG-Schaden<\/strong> (Light Machine Gun)
Die LMGs sind aktuell insgesamt zu schwach. Daher haben wir jetzt ihren Schaden angepasst, um die im Allgemeinen geringe Feuerrate auszugleichen. Sobald das neue R\u00fccksto\u00dfsystem ins Spiel implementiert wurde, werden wir ebenfalls ihren R\u00fccksto\u00df \u00fcberpr\u00fcfen.”<\/em>
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Rainbow Six Siege: Patch 1.2 mit Balance-Anpassungen (LMGs und Operator)<\/title>\n\n\n\n\n\n\n\n\n\n\n\n\t\n\t\n\t\n\n\n\t\n\t\n\t\n