Rainbow Six Siege’s 2.2.1 update is now on the technical test servers ahead of its launch tomorrow, and the big change is that you can’t shoot the GSG operators in the headgear anymore.
It’s part of a two-step hitbox restructuring, with Ubisoft revealing in a blog post on their website that for the game to remain competitive they had to ensure that only the human body is in the hitbox. This responds to a large amount of fan complaints over the ability to headshot an enemy by clipping their headgear, which served to reduce the effectiveness of shield operator Blitz to near zero.
Imbalances in the game due to hitboxes have caught a lot of flak, and this change to make the hitboxes more in line with where the operator’s actual flesh is will no doubt be welcomed.
To provide clarity in the feedback that you receive as a player, it was decided that the entirety of an Operator’s character model would be included in the hitbox.
From Ubisoft’s blog post:
“As time went on, however, our Designers began to see new issues emerge based on the structure of some of our Operator’s models, specifically:
-Some Operators have accessories that cause issues because they intuitively make lousy targets (like Blitz’s earmuffs).
-Subsequent Operator’s required unique visual customizations to differentiate them from other Operators (and we didn’t want to restrict our character artists from creating cool looking Operators). A good example of this is Frost’s collar, which we ended up removing from her hitbox because it made her too easy to hit.
-The differences between hitbox behavior between newer Operators and older Operators became confusing for everyone, but especially new players – this lack of consistency was only going to grow over time as we introduce new Operators.
Consistency is essential for Siege to be considered competition-compatible, and so we have decided to take some time in Operation Health to focus on bringing hitboxes into complete alignment under a new game design concept: only human body parts count.”
The second stage, not coming in tomorrow’s patch, is described in Ubisoft’s blog post too.
“In Step 2 we hope to include visual and audio cues for parts of the hitbox that don’t result in damage – so if you hit a metallic accessory (like IQ’s headset), you’ll see a spark visual effect and hear a ricochet sound. As you can imagine, adding another full layer of hit detection for reactions to non-damaging strikes will take quite a bit of work, which is why we don’t have a more precise ETA for the implementation of Step 2.”