I agree with what you’re saying but also you have to keep in mind that the reason why they were added is so that the attack had more flexibility with operator picks. It used to be you always needed a hard breached and utility denier. Now that’s not the case. Still I agree that ubi should nerf hard breach charges (maybe 2 to open 1 hatch, and slower activation time like it was on launch) and also stop using secondary gadgets to compensate for objectively bad operator gadgets
Yeah the main issue I have with this relatively new balancing philosophy is the latter part of your comment. They just use it as a way to compensate for bad operators all the time. That had been a problem for a while on defense but now its made its way to the attack as well
I think these secondary gadgets were a good addition to the game, because it allowed for more diversity in operator selection and it was not just tatcher and ace/thermite every round. It was getting boring really. Now, thermite/ace are not a must pick on every map since you can run hard breaches in walls that are not round changing to open up the site. Maaaybe hard breach charges need a tweak in some way for hatches, but other than that, these were good additions to siege really.
Considering the current way to play defence its a good thing that these gadgets exist. Defence isnt the same its used to be back when these gadgets didnt exist? They tend to spread and cover more ground. Take club house cctv bombsite for example. Defence tends to spread to con to bottom red and garage. Thats a huge area to cover with feet and headholes. If you like to bring a breacher from main breach to garage and then all the way back to con single, the round is pretty much over due to time limit not to mention all the utility you have to deal with as youre pressuring these points.
I don’t think it’s that bad I think it’s better to have imp emps because it adds more variety for attackers, same for hard breaches. I think it would be boring to see the same 5 attackers every round
I agree the variety is nice, but I still think the game was more utility focused back then because of the requirement of a hard breacher to get walls open. Now you don't have to sacrifice anything to get walls open
@BMP i mean now defenders cant just ban thatcher to make you unable to get through a well hidden kaid. Maverick and hibana still have great util to bring over the 2ndary hard breach. Me personally i prefer flashes on buck over the hard breach gadget unless i need the 2ndary hb gadget for a pocket strat
*The thing that makes me sad is the fact those secondary gadgets remove support operators and teamwork function, like, literally Thatcher's utility is pretty much dead, you can just play Sledge with emps and you became Thatcher 2.0*
IMO attack needs all it can get think about it when was the last time we had a overpowered attacker Monty and shields don’t count cuz they do have counters and weren’t crazy op they were kinda op but not crazy crazy
Think of it as a tiered system. The gone six is like a mini ash charge or zofia blast. Emp impacts are a mini version of thatcher. Can openers/harbreech gadget are a worse version of thermite and slightly similar to a single ace charge but slightly smaller hole. There are too many secondary gadgets and Ubisoft IS focusing on those to adjust the overall power of ops instead of the primary gadget or in some cases guns, but the secondary gadgets are all worse than the ops they’re meant to replace. They are all far more precise in placement and situation. Thatcher has access to 3 emps, and can toss 1 emp and clear an entire small-medium sized room damn near. 1 impact emp doesn’t even fully get the width, and only 1/3 of the height of a single wall. The can openers /can/ be double stacked to make 1 walkable hole, but thermite can make a wider hole TWICE. Ace can make 1 thermite sized hole and in addition 1 crouch or vault hole. Hibana /can/ open up to 3 (or is it 4? I’m pretty sure they upped her pellet count) hatches, or open up one single wall with all her pellets, or with using a shotgun/breech charge and selectively open up a walkable hole the width of a canopener and still be able to open up other walls/angles from a distance. The gone six is only like 1/3 or half the radius of a zofia grenade or ash charge or Kali lance. They all have used but are meant to SUPPLEMENT the attack, not replace ops entirely. These secondary gadgets require much more teamwork and precision to use effectively and consistently (with the exception of maybe the gone6) to open walls, clear util, disable gadgets or wall denials to get a play off. The only thing that doesn’t make this so difficult is the reintroduction of the recruit, who can mix and match secondary gadgets. Allowing one recruit to effectively clear wall denial AND breach the wall. I’m surprised you didn’t mention the recruit op and his ability to do this. This makes him a solid replacement for hibana for hatches, or if your team is only planning on getting a main outside wall or just need only 2 reinforcements breeches for angles/rotates all on his lonesome.
The removal of these 3 secondary gadgets WOULD imo bring the focus of attacking ops back to coordination and solidly communicating and coordinating instead of playing siege like it’s cod. It would help to alleviate this tdm meta that’s been plaguing the scene for 2 years now. It also would force ubi to hone back in on primarily an ops gadget, and how that effects gameplay and how “op” an operator is and their pick rate, and secondarily on their guns if the gadget legitimately is in a good place. But I actually don’t want them to remove the secondary gadgets as recruit and buck maining are the only things that allow me to inevitably get walls open when (and if) my team brings a hardbreecher and wall clear(or manages to shoot or destroy wall denial off). Tldr, secondary gadgets AND the inclusion of the reworked recruit allow me to be an Everyman focused on opening angles and breeching walls, but removing them would force the game to be more cooperative. Secondary gadgets (somewhat ignoring the existence of recruit)
The secondary gadgets (except gone6) also require significantly more intel gathering. If you’re buck w hard breech you still gotta find the claw or mute or bandit, buck it off or shoot it off, then get back to the wall and place the canopeners. If you got someone w hb and someone w impact emps, you still have to find the location of wall denial to AND coordinate throwing those with the person placing the canopeners otherwise you risk the gadget coming back on since the impact emp also disable gadgets for a shorter time than thatcher emps.
What broke the balance of siege is not the gadgets, but ubisofts inability to balance gunplay and gadget use. Just after the end of the utility meta for about a year or two was when I felt siege was most perfect and balanced and fun. Been playing since operation health.
The peek of that insanity was operation new blood where they allowed you to have an operator with 2 secondary gadgets ending up having EMP+Hard breach at 1 opetator making completely unnesesary to cooperate with teammates to breach any wall or hatch on the map. Before those changes with secondary attackers who had lion+dokka+blitz+jackal+ash/whatever at the same time couldnt breach. Yeah, you couldnt roam, but they coulndt enter the site without taking too much risk. Now those fellas can kill all roamers in 30 seconds, breach into the site and completely wipe out defenders. And this strat is popular for 5stacks, especially on some mid-high ranks such as emeralds where majority of players are soloQing and can't do anything against those kind of 5stack sweats 4 years ago i thought nothing can be more boring than trap meta which was on the peek with melusi release and 1.5x scope on frost, when defenders linups contained 3-5 trappers and entire map ended up being Vietnam 1960's simulator with you being average US soldier at the jungle praying to not to die to another trap. But new meta sometimes driving me even more insane when attackers can peek lion+dokka+blitz+jackal+deimos is not okay, especially since they can ALSO BREACH. So we have 4-5 powerful utilities at enemy team who can also can't be stopped with reinforced walls
This might be personal bias but I think the 2x should have stayed it was typically only on DMR's and I personally liked the 2x zoom over the 2.5 and It wasn't as much of a problem as the 1.5 and 3 was
I agree with the problem of using these gadgets as primarily buffs and nerfs to operators, I don't think it's a bad idea, but these changes should be secondary to changing the primary gadget/weapon of the character It's like putting high magnification sights on operators, yes it is useful for balancing reasons, but it should not be the default method But I do have to disagree a bit on the secondary gadgets being a problem. Most secondary gadgets in the game were already worse versions of primary gadgets of operators in the game (Breach charges with sledge and buck, grenades with fuze, Castle with barricades). There were even operators that were added that literally did the same thing as a secondary gadget, but a bit better (Melusi with Barbed wire, Gridlock and Nomad with Claymore, Capitão e Sens with Smoke Grenades, Ying with flash grenades) At the end of the day, having acces to weaker versions of primary gadgets as secondary gadgets is actually healthy, all they need to do is either nerf secondary gadgets that are too powerful (Which through your video we can assume you believe hard breachers are) or buff primary gadgets that are too weak (Maybe Valkyrie becomes too weak because of the bulletproof cameras, hypothetically of course, so they add more cameras or make them bulletproof while not active, for an example)
I like the conversation of this video but I disagree entirely. Utility meta isn’t a thing anymore entirely because of cheaters with scripts and ppl playing the game like it’s call of duty. Majority of maps are defended sided, and more variety to the attack is a good thing. The mentality of the players thinking they don’t need utility and the cheats that allow them to still succeed in the game without using their brain is the problem
I agree with what you’re saying but also you have to keep in mind that the reason why they were added is so that the attack had more flexibility with operator picks.
It used to be you always needed a hard breached and utility denier. Now that’s not the case.
Still I agree that ubi should nerf hard breach charges (maybe 2 to open 1 hatch, and slower activation time like it was on launch) and also stop using secondary gadgets to compensate for objectively bad operator gadgets
Yeah the main issue I have with this relatively new balancing philosophy is the latter part of your comment. They just use it as a way to compensate for bad operators all the time. That had been a problem for a while on defense but now its made its way to the attack as well
I think these secondary gadgets were a good addition to the game, because it allowed for more diversity in operator selection and it was not just tatcher and ace/thermite every round. It was getting boring really. Now, thermite/ace are not a must pick on every map since you can run hard breaches in walls that are not round changing to open up the site. Maaaybe hard breach charges need a tweak in some way for hatches, but other than that, these were good additions to siege really.
Considering the current way to play defence its a good thing that these gadgets exist. Defence isnt the same its used to be back when these gadgets didnt exist? They tend to spread and cover more ground. Take club house cctv bombsite for example. Defence tends to spread to con to bottom red and garage. Thats a huge area to cover with feet and headholes. If you like to bring a breacher from main breach to garage and then all the way back to con single, the round is pretty much over due to time limit not to mention all the utility you have to deal with as youre pressuring these points.
I don’t think it’s that bad I think it’s better to have imp emps because it adds more variety for attackers, same for hard breaches. I think it would be boring to see the same 5 attackers every round
I agree the variety is nice, but I still think the game was more utility focused back then because of the requirement of a hard breacher to get walls open. Now you don't have to sacrifice anything to get walls open
@BMP i mean now defenders cant just ban thatcher to make you unable to get through a well hidden kaid. Maverick and hibana still have great util to bring over the 2ndary hard breach. Me personally i prefer flashes on buck over the hard breach gadget unless i need the 2ndary hb gadget for a pocket strat
Yeah i agree. He says that these gadgets are broken, which they are not lol. Shields are broken!!!
@@BMPyou still need to coordinate to get the walls open. And gather intel on WHERE the wall denial is with impact emps. Unlike a thatcher emp.
@@yaboi21321a good maverick can get any wall open. Even if it’s got electricity or mute or tubaruo or any wall denial on it
Watching this in class right now
Also the old 1.5/2.0/3.0 scopes damn
Old? Those are fairly recent in the grand scheme of things.
*The thing that makes me sad is the fact those secondary gadgets remove support operators and teamwork function, like, literally Thatcher's utility is pretty much dead, you can just play Sledge with emps and you became Thatcher 2.0*
(Thatcher)🤝(Thermite)
IMO attack needs all it can get think about it when was the last time we had a overpowered attacker Monty and shields don’t count cuz they do have counters and weren’t crazy op they were kinda op but not crazy crazy
Shields still op, always will be lol. Even in champ elo when teams 5 stack with shields its just not even fun
Ya but I think the shield nerfs are good but you have to keep a positive energy you know? You get knocked down you get back up again lol
And yet the game is still defender sided. Attack needs a bit of power creep. That's just called buffing.
Its gunna be so fun to watch your channel during year 10
Think of it as a tiered system. The gone six is like a mini ash charge or zofia blast. Emp impacts are a mini version of thatcher. Can openers/harbreech gadget are a worse version of thermite and slightly similar to a single ace charge but slightly smaller hole.
There are too many secondary gadgets and Ubisoft IS focusing on those to adjust the overall power of ops instead of the primary gadget or in some cases guns, but the secondary gadgets are all worse than the ops they’re meant to replace. They are all far more precise in placement and situation.
Thatcher has access to 3 emps, and can toss 1 emp and clear an entire small-medium sized room damn near. 1 impact emp doesn’t even fully get the width, and only 1/3 of the height of a single wall.
The can openers /can/ be double stacked to make 1 walkable hole, but thermite can make a wider hole TWICE. Ace can make 1 thermite sized hole and in addition 1 crouch or vault hole.
Hibana /can/ open up to 3 (or is it 4? I’m pretty sure they upped her pellet count) hatches, or open up one single wall with all her pellets, or with using a shotgun/breech charge and selectively open up a walkable hole the width of a canopener and still be able to open up other walls/angles from a distance.
The gone six is only like 1/3 or half the radius of a zofia grenade or ash charge or Kali lance. They all have used but are meant to SUPPLEMENT the attack, not replace ops entirely.
These secondary gadgets require much more teamwork and precision to use effectively and consistently (with the exception of maybe the gone6) to open walls, clear util, disable gadgets or wall denials to get a play off. The only thing that doesn’t make this so difficult is the reintroduction of the recruit, who can mix and match secondary gadgets. Allowing one recruit to effectively clear wall denial AND breach the wall. I’m surprised you didn’t mention the recruit op and his ability to do this. This makes him a solid replacement for hibana for hatches, or if your team is only planning on getting a main outside wall or just need only 2 reinforcements breeches for angles/rotates all on his lonesome.
The removal of these 3 secondary gadgets WOULD imo bring the focus of attacking ops back to coordination and solidly communicating and coordinating instead of playing siege like it’s cod. It would help to alleviate this tdm meta that’s been plaguing the scene for 2 years now. It also would force ubi to hone back in on primarily an ops gadget, and how that effects gameplay and how “op” an operator is and their pick rate, and secondarily on their guns if the gadget legitimately is in a good place.
But I actually don’t want them to remove the secondary gadgets as recruit and buck maining are the only things that allow me to inevitably get walls open when (and if) my team brings a hardbreecher and wall clear(or manages to shoot or destroy wall denial off).
Tldr, secondary gadgets AND the inclusion of the reworked recruit allow me to be an Everyman focused on opening angles and breeching walls, but removing them would force the game to be more cooperative.
Secondary gadgets (somewhat ignoring the existence of recruit)
The secondary gadgets (except gone6) also require significantly more intel gathering. If you’re buck w hard breech you still gotta find the claw or mute or bandit, buck it off or shoot it off, then get back to the wall and place the canopeners.
If you got someone w hb and someone w impact emps, you still have to find the location of wall denial to AND coordinate throwing those with the person placing the canopeners otherwise you risk the gadget coming back on since the impact emp also disable gadgets for a shorter time than thatcher emps.
What broke the balance of siege is not the gadgets, but ubisofts inability to balance gunplay and gadget use. Just after the end of the utility meta for about a year or two was when I felt siege was most perfect and balanced and fun. Been playing since operation health.
The peek of that insanity was operation new blood where they allowed you to have an operator with 2 secondary gadgets ending up having EMP+Hard breach at 1 opetator making completely unnesesary to cooperate with teammates to breach any wall or hatch on the map.
Before those changes with secondary attackers who had lion+dokka+blitz+jackal+ash/whatever at the same time couldnt breach. Yeah, you couldnt roam, but they coulndt enter the site without taking too much risk. Now those fellas can kill all roamers in 30 seconds, breach into the site and completely wipe out defenders. And this strat is popular for 5stacks, especially on some mid-high ranks such as emeralds where majority of players are soloQing and can't do anything against those kind of 5stack sweats
4 years ago i thought nothing can be more boring than trap meta which was on the peek with melusi release and 1.5x scope on frost, when defenders linups contained 3-5 trappers and entire map ended up being Vietnam 1960's simulator with you being average US soldier at the jungle praying to not to die to another trap. But new meta sometimes driving me even more insane when attackers can peek lion+dokka+blitz+jackal+deimos is not okay, especially since they can ALSO BREACH. So we have 4-5 powerful utilities at enemy team who can also can't be stopped with reinforced walls
Idea: the most overhated maps in siege history: 1st is nightheaven labs or hereford base
lair
Chalet as well, since it was hated extremely after being reworked initially
Night haven top 5 map fr
@@kiddosstuff lair is just bad but it is little too overhated
@@aztecaura top 1 brother
Who here thinks BeastModPlayer is underrated?
Thanks mate 💙
Yeah he is
💯 share with your homies
ABSOLUTLY
Yeah, him, coreross and kudos are probably the best for calm voice and great content
This might be personal bias but I think the 2x should have stayed it was typically only on DMR's and I personally liked the 2x zoom over the 2.5 and It wasn't as much of a problem as the 1.5 and 3 was
Hands down the most influential gadget was when the revamped deployable shield launched in operation Ember Rise, it gave rise for the utility meta
0:06 you know what else is massive 😏
I am not sure if I agree with this or not but this was a great video! Glad I stumbled upon you haha
I agree with the problem of using these gadgets as primarily buffs and nerfs to operators, I don't think it's a bad idea, but these changes should be secondary to changing the primary gadget/weapon of the character
It's like putting high magnification sights on operators, yes it is useful for balancing reasons, but it should not be the default method
But I do have to disagree a bit on the secondary gadgets being a problem. Most secondary gadgets in the game were already worse versions of primary gadgets of operators in the game (Breach charges with sledge and buck, grenades with fuze, Castle with barricades). There were even operators that were added that literally did the same thing as a secondary gadget, but a bit better (Melusi with Barbed wire, Gridlock and Nomad with Claymore, Capitão e Sens with Smoke Grenades, Ying with flash grenades)
At the end of the day, having acces to weaker versions of primary gadgets as secondary gadgets is actually healthy, all they need to do is either nerf secondary gadgets that are too powerful (Which through your video we can assume you believe hard breachers are) or buff primary gadgets that are too weak (Maybe Valkyrie becomes too weak because of the bulletproof cameras, hypothetically of course, so they add more cameras or make them bulletproof while not active, for an example)
8:35 bruh , 18 single shots to kill that lesion is heartbreaking 💔 😂🤦🏽♂️
Imagine giving the hard breach gadget to defender 👀
I still remembered someone asking for iq gonne 6.
sens goes by they/them btw
can someone adress the new sprinting?
I guess you could say the balance is Gonne
sorry
Brother man your background music has a repeating tone in the background and it made the video hard to watch even though I am really interested
Outside of that good video though
attatsments
the laziest balancing is adding/removing 1.5x from defenders 🤣
They have added and removed wamai 1.5x 2-3 times 😂
I like the conversation of this video but I disagree entirely. Utility meta isn’t a thing anymore entirely because of cheaters with scripts and ppl playing the game like it’s call of duty. Majority of maps are defended sided, and more variety to the attack is a good thing. The mentality of the players thinking they don’t need utility and the cheats that allow them to still succeed in the game without using their brain is the problem