Rainbow Six Tachanka rework full reveal: release date, gameplay, more - Dexerto
Rainbow Six

Rainbow Six Tachanka rework full reveal: release date, gameplay, more

Published: 6/Oct/2020 2:32 Updated: 8/Oct/2020 1:04

by Andrew Amos

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Tachanka’s rework is coming to Rainbow Six very soon. After being revealed at the Six Invitational, Ubisoft has shared more details with the playerbase. We’ve got everything you need to know, from what he will look like, to when you can start playing him.

The Lord has arisen. Well, he’s about to, at least. Rainbow Six’s Tachanka is the first operator in line for a major rework in Ubisoft’s tactical shooter, and it’s right around the corner.

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The cult hero’s overhaul was first revealed at the Six Invitational, to rapturous applause from the crowd. The turret wielding Russian might retain his legendary status, but picking him will no longer be a meme.

Ubisoft have dropped more details about Tachanka’s rework, and you’ll be able to get your hands on it soon. So soon in fact, that if you have the test server installed, you can start playing the Lord from October 8. Here’s what you need to know.

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Tachanka rework details: new molotov gadget, more

Tachanka’s kit is heavily outdated in Rainbow Six. His static playstyle doesn’t fit with the dynamic of Siege. However, that’s all going to change when the Russian defender gets his rework.

We’ve seen the major changes before. Tachanka will now wield a Shumikha incendiary grenade launcher instead of his turret. It’ll work similarly to Capitao’s bolts, helping lock down certain areas, but comes with two magazines of five and a high rate of fire to spread flames quickly. They also bounce.

“The incendiary grenade launcher not only fits his theme of like World War II, old weapons, but also adds a real interest into his gameplay that’ll move him from being a meme character to a meta pick,” game director Leroy Athanassoff told Dexerto.

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He will instead get his LMG as his primary weapon. It comes with supreme destructibility, with the ability to open up soft walls and hatches with ease. It also packs a decent punch, although the fire rate isn’t anything to write home about. If that’s not tickling your fancy, you can also choose the 9x19VSN SMG.

Tachanka will have access to the PMM and GSH-18 sidearms, as well as Barbed Wire and Proximity Alarms as his secondary gadgets. These two gadgets work well in tandem with his new ability, where Tachanka can keep an ear out before firing off grenades to further slow pushes.

“Tachanka is still very much a backline anchor, but he has a bigger sphere of influence as he can now rain down literal fire from long range,” developer Chris Wallace explained in the October 7 reveal.

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Tachanka has also inherited Zofia’s withstand ability, meaning that if you get caught up in the flames, you can get yourself back up without ally assistance.

The Lord himself is set to get an Elite skin too. He’s ripped off his top ⁠— but kept the helmet on ⁠— as he marks a new era with a new look.

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When is the Tachanka rework being released in Rainbow Six?

The Tachanka rework is set to go live on Rainbow Six’s TTS on October 8. Usually new content is tested out for about three weeks on the test server, so you can expect his debut on live servers at around the end of October.

It’ll be a nice little content boost ahead of Siege’s next Operation, which is set to launch before the end of the year.

Overwatch

Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun

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Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 

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In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

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Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.

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It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”

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While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.

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