Another change are the fixes for its long-standing weapon sight misalignment. Previously, while the first bullet fired -- especially from fully-automatic weapons - would hit where a weapon sight's reticule was positioned, any shot after that would be ever-so-slightly off. This Rainbow Six Siege Credits major problems in a game such as Siege, where being pixel-perfect can be the difference between killing an enemy and being killed yourself.
The system is being overhauled to fix that. The problem was caused by how the sights interact with the match field-of-view (FOV) and so this has been removed. Ubisoft claims this shift is going to be the beginning of a larger discussion regarding weapons, with numerous improvements and tests for other changes coming from future updates.
There'll also be quality-of-life improvements that are general. Among the biggest changes for gamers of all skill levels is the way idle operator picks will operate: Recruit is no longer the default. Rather, a operator out of those the player has unlocked and therefore are still available for selection, will probably be chosen. This is helpful since Recruit is not considered a viable character most of the time. They will still be an option for devoted Recruit players that like to make use of gear pool and their larger gadget.
In a movement that anyone who's ever played an online game ever can enjoy, players can mute both teammates and the enemy team individually on both voice and text chat. This is a portion of Ubisoft's continued efforts to reduce in-game toxicity after the automatic, instantaneous bans from the sport for using offensive language being released in July. Siege is notorious because of its loud, toxic minority and so that this continued push into fixing this issue should be applauded.
For consoles, dynamic resolution scaling is being game news, which should enhance performance and visual fidelity across all of the consoles. To maintain playable, competitive framerates, rendering resolution will shift between 40 percent and between 80% and 100%, depending upon the stage.