I agree but how long can Ubisoft take to do that rework? a week plus 2-3weeks of testing on the TS. The hardest thing is reduce the vfx effect to match his new radius
@@strangersinbedband9986 I'm talking about Thatcher changes, those minor changes could be possibly done in a week. As I say, the hardest thing is making an acurrated vfx for the new radius
Monday Mailbox: If secure area and hostage were given their own competitive mode, do you think the most picked/ most banned operators will be different than it is in bomb?
So if my plat supersquad slaps a bunch of solo golds we should get a ton of elo? There's still an issue with bigger rewards; bigger losses just feel worse.
Wait so if you were to cook it but just held it in your hand, what would happen? Would it just go off in your hand, making it look like you have the power to create a blue orb from your hand or something? 😆
No you could hold it in your hand until you get to a spot an Ela is then it explodes in your hand destroys the grizmot and you rush in the door guns blazin
Pee Wee exactly, I’ve gotten used to 3 round rotation and actually believe it got me to a higher rank than usual these past few seasons but I wish there was a way to make it more fair. I do enjoy being able to come up with counter strats tho
I would be interested in a "permanent thatcher" some gadget that can be attached to an area/wall to prevent future defensive gadgets from being placed in that area. To prevent bandit tricking etc
Monday mailbox: do you think that there should be a mmr minimum because I’m tired of gaining 9 Elo after a game I just sweat my way to win In the middle of a season when I’m stuck in gold
@@danielpham8627 That wouldn't work because siege is based on teamwork, people would go for frags and risk the match instead of trying to work with their team.
daniel pham nah i don’t think kills should be a measure because there are times where someone is %100 responsible for the win and they have the least frags in the game but i think you should lose less elo if you were top fragger and you lost the match that’s for sure
@@nakoaka5824 then they should base it off points because points signifies helping the team, scans, deploying gadgets, etc. and make it so you get less points per kill to avoid people rushing for elo
@@EggyBreadJRA let's say you get an ongoing match 3/5 times and finding a non ongoing game estimates at 1.5 minutes that would make that process around 4 minutes long which is around the duration of 2 rounds. Which would mean you could play 1 game + 2 extra rounds. That's a definite w for me and any other logical person
Sunday/Monday Mailbox: Do you think they should reduce thae round rotation from 3 to 2 since the Minimum rounds to win is 4 so 2 attacks 2 defense guaranteed?
Alternative to thatcher: Attacker that has napalm grenades. Throw at reinforced wall and napalm trickles down creating patches in wall to see through. Unable to get through wall until second napalm is thrown. Bandit/maid doesn’t work against him/her
How do you feel about Mozzie being able to pick up/throw the drones he catches just like attackers can? Im so tired of randoms on my team destroying my drones during prep.
We've had this before. His answer came down to the fact that if it comes down to the last 60 seconds, you're an lone attacker, you have 15 health and no utility left, and castle has sealed the objective with electrified doors, there is *nothing* you can do. There should never be a point where there is nothing either team can do to win with a minute left.
Monday mailbox: the sound queue idea sparked a similar one in my head. What if there was an op who would record 2 or 3 seconds of the audio directly by them, and then later, it can be thrown like a grenade and play those sounds then destroy itself. Or even simpler yet, just make a simple distraction grenade that plays footstep and gunshot sounds like the one in CoD MW
New Operator idea: as an alternative to thatcher, the operator has a drone similar to twitches drone (can’t jump, maybe a little slower) that can release a emp pulse that has a aoe of 4 with 4 pulses.
I feel like that would make twitch completely useless. What would be the point of bringing a twitch if there's another operator that removes gadgets much more effectively using their drone.
Is the mp5k what mute uses? If so I, I haven't had issues with it or thought it was too weak. Definitely the one valk and warden have tho. The ump desperately needs a buff
Sunday/Monday mailbox: Do you think that Ubisoft might be better off giving existing operators multiple abilities instead of trying to keep adding more unique operators? For example giving Thatcher the choice between the emps we have now and the emps Macy suggested. Maybe this can increase the quality of existing operators while avoiding oversaturation with the 100+ operators goal.
What do u think of adding an option where the bumpers pressed at the same time is the knife command. This will stop players trying to lean right and accidentally knifing
Monday/Sunday Mailbox: What do you think about an MMR system that gives you between 20-40 points per game based on the leaderboard and the score? Because winning 9 points I think that isn’t that fair for people who want to play and rank up
I think rhey should do this with thatcher's emp grenade: 1) Don't let the EMP penetrate reinforced walls. 2)Keep the AoE the same, or even buff it. 3) Give the grenade the rolling mechanics of a candela. 4) The grenade can't be destroyed by an ADS or electricity. This way, Thatcher would still work on most important walls that need to be breached (examples are Snowmobile garage on Chalet or garage wall on Consulate), but it can't just be thrown randomly and accomplish a whole lot.
What do you think to a MMR system that slowly increase or decrease depending on the Win to loss streak. For example say you have reached the point of 19MMR per game you win say 3-5 games in a row your MMR goes to 22 or something along those lines. This applys for loosing as well.
I don’t see a fuzz throwable looking clean or polished the way they would want it to. However, giving him a rocket launcher with a trajectory like zofias launcher (shorter range though) to deliver his charges to ceilings or walls would work. And the added sound of the launcher being fired would balance it out pretty well
What do you think about an Ash style launcher that shoots the gadget into walls for fuze? Or what about a defender that reinforces floors/ceilings to counter sledge/buck?
Sunday/Monday Mailbox: How about a defensive operator who, instead of carrying two regular reinforcements, as his gadget had four reinforcement-sized metal screens. They would be unbreachable except by hard breachers, but holes could be punched/shot/blown in the soft wall underneath the metal screen, allowing people to see or shoot out without being able to pass through.
I think the issue with Thatcher isn't so much how he works, but the fact that there just isn't enough other options to do what he does. Defense has so many gadgets you need to clear out and Thatcher is simply the most efficient way of doing so. Just like bringing in new hard breachers or soft breachers or roam clearers, they need to start releasing more operators that can clear gadgets. I wouldn't mind a Thatcher rework like the one mentioned but I think doing so without adding in more options to do what he does will only make attacking harder than it already is.
“Do you think that there should be a defensive hard breacher? Maybe they would hard breach impact grenades that open up rotation holes through reinforced walls?” I think this would open up so many different plays and be something different for defense
If Fuze could throw his charge onto a wall/ceiling there would need to be a delay similar to the delay of having to active it (like a breaching charge). But I think he would still need to have the option to put his cluster charge on a wall/window/door/floor like normal.
About the sound op. Make them grenades hold the button for it and target a barricade and when thrown it replicates what is tied to that barrier like a breaching charger or the number hits to break it. Maybe he could even save it.
An operator that can temporarily hack defenders gadgets such as pulse, valkyrie, echo, lesion, ela, vigil, maestro, mozzie, and melusi. It could hack other secondary gadgets like the proximity alarm, nitro cells, bulletproof cams, etc. With a limit of 3 uses and you have to detect the operator to hack their gadget.
They could make it so that thatchers EMPs generate like Lesion’s Gu mines and Wamai’s MagNets do to extend the time defenders have there gadgets and so he can’t clear everything at once leaving the defenders screwed over for that round. Just a thought.
What do you think about an Mmr system where winning or losing determines wether your points go up or down, and how well you as a player contributed to the team that game, determines by how much. This would make boosting harder. This would reward you for doing well in a game. This would make losing a game you were carrying feel a lot better.
I think the mmr system should be based on how close the match was. Like a 4-5 victory would be worth more mmr because you worked harder to get that victory.
Monday Mailbox: What do you think about an attacker that has a spider drone, it could walk on walls/ceilling? That drone could hack the electronic defender gadgets to overtake them, e.g. Kapkan traps, Grzmot Mines, Valkyrie Cams etc. The utility can be balanced by making it take a few seconds to hack a gadget or balancing the drone noise. It would be amazing for droning...
I was thinking it might be cool if shield ops like Blitz to get a red dot for their pistols. Maybe something that could be tested on the TTS, it might make them more appealing with an extra target acquisition edge without changing anything too much.
Sunday/Monday mailbox: I believe that nøck had a AR when they first was testing her out so how o you feel about her having the PDW instead off the FMG-9.
Question for the Mailbox: What do you think needs to be done to make Nokk more fun to play? I think that she needs to be imune to the upcoming proximity alarm and probably making her imune to the banshee when her gadget is activated to make her a hard counter against Melusi. Or making her imune to other gadgets.
@Adamsfamily That was my mistake :D I meant to make a stronger operator. Her pic and win rate are pretty low (presence about 2% and win loose rate 0.45). I am sure she is heck fun to play. That is why I am going to buy her when the new season comes out. Then she will cost only 20000 Renown :)
What do you think about "deployable shield" on attack or as i like to call it static monty. It would provide cover when pushing open areas and coridors or planting. It could be thrown up to 5 meters, deploy automaticly and be size of 1.5 deployable shield widthwise. It could be picked up only when it has no space to deploy and would be destroyed by any explosion. It could be secondary gadget in quantity of 1 or primary operator gadget in quantity of 2 or 3 :D
The audio op could either be very op in conjunction with some other operators or just plain unless. Being able to make the thermite placement sound or Thatcher emp grenade sound could be interesting could make it very hard to bandit and kaid trick.
Monday Mailbox: What do you think about an operator like Mute on attack? For example, he could have something on his/her person, like an antenna on the back, that would disable defender gadgets in a 5/8m radius. So if he walked up to a wall, it would "jam" a mute device, a jager ADS, wamai plate, etc. It would take pressure off of Thatcher, and the counter play could be something like being able to shoot the device with a maestro turret, regular gun, or something like that.
They should add an opp with a drone that has a mini bomb that explodes on detonation dealing the same damage as a kapkan, the drone can be bigger/ slower and maybe it can deal environmental damage and damage to defender gadgets
#mondaymailbox if they reworked jackal, what do you think about using the other teams bloodstains to track them rather than their footprints, that way you can only track people that have gotten away from a gunfight instead of just going to a reinforced hatch and finding their toes
That would make jackal extremely bad. The chances of someone getting out of a gun fight and then you going across the map to get to said blood stain would be so annoying and make jackal literal shit. Plus a lot of maps have blood stains as part of the map.
Chaff Grenade Secondary for attackers ... Knocks out gadgets in an area ... Doesn't destroy anything but disables them for about 7 seconds .. Defence can't counter it fully except Jager and Wamai but can see the Metal filiments floating around so they can see the effect
I think for the mmr gain/loss it would take into account mmr difference still. It would make sense to change it to be 2 attack then 2 defend if they changed to this system. I think it makes sense, if you're gold and beat plat people you should gain extra mmr, but if you beat them 4-0 you should gain even more.
Many of my friends quit siege so i’m a solo player and i like the idea about the ranked change that was discussed but i think obviously this is a little one sided but make rank give you MMR depending on how well you as a player performed
This was what I was looking for... I’m tired of going 10-4 or what ever and if my team looses I get punished for doing a majority of the work... or if a majority of my teammates are Smurf accounts.
Mailbox Question: What if Finka could revive herself, similar to how Doc can pick himself up. It would work the same as Doc, she would have to have at least 1 of her stims in reserve to pick herself up from the downed position. Also would remove Zofia’s withstand for balancing purposes.
I think the best fuze buff is to make it so he can put his cluster charge on reinforced walls and hatched but is countered if there is a bandit, mute, or kaid charge on it
Here's an idea: multiple kits for a single operator. If certain operator combinations are too powerful together but are balanced on their own, those two operators could simply be played off as two separate kits for the same operator. Each kit's loadout would be customizable as if they were their own operator, but now only one can be present during each round. This should only be used as a last resort due to the facade of less content.
"What do you think of ubisoft releasing a public test build on console kinda like Players Unknown Battle grounds where there is the live game build on one pubg and the pts on another application".
I've been saying this about fuze since the throwable arc change to gadgets. Just make his like c4 so you have less flexibility in the throw but more because you can throw
The sound op seems like a cool idea but I feel the op shouldn’t be able to cycle through whatever sounds they want. Maybe they have to scan a defense op from the same faction. Like if you want a Fuze sound you have to scan Kap or Chanka just to give it some sort of level play
Yes. Iana can mess with you by making you hear footsteps, and that can make you look the wrong way. But Iana has never made me run screaming from a room with her footsteps, like a cluster charge does
What do you think about attackers given the option to choose their operators after the droning period. That would change siege completely as a game maybe ? You’d specifically choose attackers to counter defense directly. This’ll also help bring more balance.
Only thing we need about matchmaking is map pool. I think that we could choose the map which are we going to play. You dont wanna play outback ? No problem just dont choose it than boom. Custom map pool. As we used to it from CS:GO
While I do like macie's proposed thatcher rework, I am also concerned that reworking him with a higher skill floor would reduce his pick rate at lower ranks; a fairly big deal, as teamwork down in bronze/silver is already rare as it is. But perhaps that's a separate issue altogether.
There should be a op where they are able to reinforce hatches from below, it would change the way the attackers have to go through their attack and strategy especially on a map like Kafe.
Monday mailbox: what about an underbarrel grenade launcher that shoots slightly weaker defending impacts. These wouldn’t be good at breaching, and they would do very little damage. It would be a secondary gadget that would make it impossible to put on a grip, and would slow ads time from the weight and it would launch in the trajectory of a drone throw, and would take a long time to reload, but it would be great for utility clearing. I just think that there should be an alternative to frags for utility destruction
I think instead of mimicking sounds the device should bait traps, this would be a counter to the Ela and kapkans who rush around the corner and take you out as soon as the trap goes of
Making fuze’s charger similar to a camdela would be nice so he can still place it on windows and soft walls but he could throw it into a room being able to clear utility easier and maybe get easier kills.
*Ranked should be 2 rounds and switch, so it could be more fair so both sides have the same ammount of tries on each side, now with the current system DEF has 3 tries that could easily win and after that they ONLY have to win 1 more round on attack.*
Sunday/Monday Mailbox: As a strictly casual player of Siege, do you think that maybe they add back maps and night variations that were taken from casual? The truth is that as a casual player, I feel that the lack of content hurts the experience more than "unbalanced" maps(Which are still in rotation regardless). As a casual player, the goal is to have fun and I did have fun, as unbalanced as it was. We have unranked for those who want a competitive experience anyway.
Monday Mailbox: What do you think of an attack operator that can shoot a lance similar to kali, but instead of breaking what is on the other side, they can deploy a camera similar to valkyrie. It would only be able to go through soft walls, and would be another great information device for attacking.
As an alternative to thatcher what about an attacking operator that can lay a rubber cover on an electrified walls but they will take some damage doing so but it would allow for the wall 2 be opened as this is a very powerful gadget I believe the operator should have middle of the range assault rifle
What would you think about a warden rework that would make him similar to rook. It would drop a bag and everyone would get glasses that would automatically negate one flash? This would provide him with more utility for the team instead of just himself.
Sunday/Monday mailbox, what do you think about an attacking operator whose gadget works almost like the sapper that the spy has access to in tf2? It would be a proximity gadget that would go soft or reinforced walls and any gadget in the proximity would be disabled for maybe a limited time or when a defender shoots it to take it out, however this could go both ways and attackers could destroy it with their gadgets such as a thermite charge or kali. This could work as an alternative/compliment to thatcher