#dev-faq
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Hey Operators! đź‘‹
We know a lot of you have questions about R6M đź‘€ We will post in this channel answers from the devs about FAQs we've seen on our social channels!
How do headshots work in R6M?
• Unlike Siege, headshots in R6M do not always instantly grant a kill.
• Body/leg shot damage scales down with distance, but headshots deal 2x damage and do not scale with distance.
• Players go DBNO the first time they die, unless they are killed by a headshot at a moderate range.
• We are monitoring those ranges and rules to find a balance we are happy with. We want precision to be rewarded, not accidental headshots.
• This allows us to give much more varied and different flavors to different weapons without being restricted by the one shot headshot mechanic. It also allows us to give each weapon class a more defined identity and purpose.
**Will R6M have gyro and controller support? **
• Gyro aiming is being worked on and will be implemented after Closed Beta.
• Controllers are usable right now, but proper support will come at a later date.
**Will more devices be added to R6M? **
• Closed Alpha and Closed Beta are locked to devices we tested as compatible.
• Full release will have wider compatibility and graphic settings.
What role do bots play in R6M?
• For the beta we are testing many features such as MMR and our matchmaking systems
• We want to have as many humans as possible and are working on many fixes for the future
• As of now Bots were always designed to help players that drop out of matches more than filling empty lobbies
• Bots’ difficulty scale depending on the MMR of the players in the match. Bots were designed more to help fill players that disconnect from a match, so that your team has an improved chance of winning
**Why do the enemies have red outlines? **
On R6M we really wanted to focus the gameplay on what the core of Siege is: strategy, Operators and their gadgets. This means concentrating the gameplay more on the tactical shooter aspects, using the environment, destruction and working with your team to synergize with each other’s gadgets to overcome the enemy. We have done many changes to the outlines system that we think you will be excited to hear about, especially if you thought they were overwhelming:
• Thinner outlines, more focused on the outer edges of silhouettes.
• Outlines now don’t take Normal Maps of the Operator character. This makes it so that the Fresnel shader is not cluttered by all the details on the Operator’s body and clothes.
•Dynamic intensity system:
• Outline intensity will change depending on the distance between player and enemy allowing for a more readable rendition at longer ranges.
Why do the Operators in R6M have different weapons than on PC?
In R6 Mobile, each operator has a single unique primary weapon. If you’re wondering why some operators don’t use the same guns as in Siege, it was done to make each operator’s loadout feel unique and we want each primary gun to feel distinct from each other, both visually and in play style.
**Why are the graphics so colourful/bright? **
On mobile, the screen is small, and having to boost screen brightness just to see better drains the battery.
So hiding in a dark corner is not something we want in R6M gameplay. We want strategic use of gadgets, positioning, aiming and destruction to be what wins fights.
This is also why we want subtle team-colored outlines.
**Why are there so few rounds? **
When the game is released we want to offer both quick experiences and longer competitive matches.
Right now we are testing 1-round quickplay and Best of 5 on weekends.
More variations are being tested internally, with ways to skip the downtime when possible.
**What’s the status on Down but Not Out? (DBNO) **
Our philosophy about DBNO is that if you land those precious headshots, you should be rewarded with having the enemy instantly dying. Same goes if you get a perfect explosive throw. However, if the enemy player is not finished by precision, then they will end up in the DBNO state and it will be trickier to finish off.
We view DBNO as a state where the player is not a threat anymore. After the Alpha we noticed that reviving DBNO players was a bit difficult and didn’t occur as often as we would like. We wanted to push the survivability a bit more and those interesting revive plays. Pushing players question whether they should “thirst” downed players or focus on the real threats, the remaining enemy operators.
Also, we adjusted the Health and DBNO timer so that they are now separated, so when a player enters DBNO they will have a fixed health and separate fixed timer, both independent.
**How are drones useful in R6M? **
After the alpha, it was clear intel received by scanning was one of the strongest tools in R6M. We want to stick to the idea of granting full body reveals on successful scans, but we want to balance drones to have more of a risk/reward aspect. Now, scanning slows down the drone’s movement. This way players must really commit to scanning or fall back to simply pinging. We also reduced how long an enemy is revealed when scanned by drones/cameras and added a cooldown to scan again.
**How has the audio compass improved? **
We have improved how the audio compass works, created new states and icons and integrated many new sound icons. The compass now has 2 main colors: red for danger and white for movement. It used to be represented by waveforms on the compass but it looked noisy and we feel like the diamond will have an overall cleaner look. We have also added unique icons depending on the gadget making noise.
**What are the icons above allies’ heads? **
We have created a new state when allies are in combat.
Ally markers are the small circle icons on top of your allies’ heads. We have integrated a new combat state when your allies are shooting or taking damage. The icons will now flash yellow when in combat. This should improve your awareness of your ally’s state to take better decisions on the battlefield
- Ally markers have a new refined look Â
- Yellow firing / hurt feedback Â
- We lower the opacity when not in this stateÂ
**How was audio changed for movement? **
- Made slower movement completely silent (e.g. crouch-walking, slow-walking, ADS-walking etc.)Â
- Made enemy footstep audio much louderÂ
These changes should make for more intuitive decision-making when it comes to deciding how to maneuver around the map (loud and fast vs silent and slow), and should also help prevent ear fatigue by reducing the tendency to turn up device volume to dangerous levels to hear enemy movementÂ
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Was the issue with sound propagation fixed?
Fixed an issue where the virtual position of a sound wasn’t being positioned properly along the vertical axis, making it harder to hear which floor a sound was originating fromÂ
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**Was the sound for weapons changed? **
- Adjusted Obstruction values on gunshots, which should make enemy fire easier to locateÂ
- Adjusted Reverb values on gunshots, which should help better ground them in their environment
**Operator Mastery Tracks: **
In the Closed Beta 2.0, we've added a new feature that lets players tailor each Operator to their play style. The Operator Mastery Track is a progression system unique to each Operator, allowing players to unlock new weapon attachments and cosmetics. Once a player has fully recruited an Operator, the Operator’s Mastery Track is unlocked, and you can access additional options!
To earn the track's rewards, you simply need to play matches with the Operator. These items don’t make your Operator stronger, but rather gives you more options to customize their play style and builds to your liking.
At the end of each Mastery Track, there’s a little surprise for Siege veterans!
**Loadout & Skins: **
Each Operator has three loadouts that can be picked during the pre-match. This way you can select the one you want depending on the objective or map. These loadouts mainly include the new weapon attachment system and cosmetic elements for weapons and the Operator. Loadouts can be customized in the Operator menu.
Now, onto the weapon attachments system. We’ve created this system to help provide depth to the Operator play style. We did this by adding 6 slots to the weapon. There are attachments for the side rail, optic, muzzle, grip, magazine, and the internal parts of a weapon.  These can affect the weapon's stats such as firepower, range, handling, accuracy, and ammo.
The Closed Beta 2.0 contains over 30 attachments per weapon and 50 attchments per Operator. There’s a lot of possibilities and we can’t wait to see your builds.
**Gyroscope and Graphic Settings: **
We’ve added some highly requested features in the Closed Beta 2.0 like Gyroscope and Graphic Settings. We know some people prefer using the gyroscope to play, and we’ve added it to the game. You can now use it alongside your touch aiming to help fight recoil.
There’s an experimental tab in the settings which allows you to customize the gyroscope to your playing style. For example, you can specify that it only activates when you're in ADS or when you touch the screen.
We’ve also added haptic feedback and graphic settings. For the latter, we have a big plan coming up in new updates, but in this Closed Beta expect two main settings: one is to limit your framerate (30 or 60 fps, depending on your device), and the second is the FOV slider. Players with bigger screens can have bigger FOVs.