Rainbow Six Siege Is Not Technically Ready To Support Competitive Play
Ubisoft made it very clear that they hoped to take Tom Clancy's Rainbow Six Siege to the next level of competitive play but a rough Closed Beta, questionable Open Beta and technically flawed final release could quite easily see the game disappear from thought in just a few weeks. Following its original reveal the excitement for the latest addition to the award-winning Tom Clancy franchise continued to increase with each drip of news that came through the cracks. Promising gameplay driven by teamwork, co-operation and exciting new mechanics Tom Clancy's Rainbow Six Siege could have been the tactical title many shooting fans have been craving for years and although it could still take that crown, the chances it will break into the competitive feature are dripping away like a broken faucet. I spent many hours in both the Closed and Open beta periods for Tom Clancy's Rainbow Six Siege and I would never doom a game based on those opinions alone however, when you notice problems that completely go against the entire concept of the game persist through both these periods and the official release, it's a wake up call. What am I talking about? Well, the buzzwords currently doing the circuit are "Netcode" and "Tick Rate". I'm not going to pretend that I know anything about managing a server supporting thousands of players and as far as I'm aware Netcode isn't even a technical term - just something people drum up to make it appear they know what they're talking about. So if we pretend for a moment that I'm simply a gamer, I'll put it into terms we can all understand. I have lost count of the times I have been killed by an opponent that cannot possibly see my location. I'm not talking about a few lucky shots through a soft surface or a well placed headshot with near-instant reactions. I'm talking about sitting in a spot camping an entry way, seeing absolutely nothing and then getting killed. Only to view the killcam of my opponent showing that they were stood right in the door I was looking at. This isn't simply poor ping or basic lag and it happens every single match without fail. The competitive industry within gaming is a cut-throat one. Even today's biggest competitive titles like League of Legends and Counter Strike had to spend a lot time polishing elements before embracing competitive play. It seems Ubisoft hoped to simply label the game as competitive as pass off a poor attempt as a final product. Don't get me wrong. Tom Clancy's Rainbow Six Siege is a great game in its own right. With a few friends and some basic communication tools it can provide hours of top quality entertainment. But to even remotely consider the game on a competitive level, the team have a hell of a lot of work to do.
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The hitboxes are oversized like Call of Duty’s, just watch the replays when you die, half the time you weren’t even hit by a bullet, I’ve been killed by someone shooting 2 feet above my head while I was lying down on the ground..
Too bad the original developers of Rainbow Six Vegas 1 and 2 didn’t make this game.
The game is a pass, maybe a purchase at $19.99 purely for the Terroist Hunt and Situations modes.. This game had potential but failed to deliver.