Tom Clancy's Rainbow Six® Siege X - Ubi_Ludo


Patch 4.2 will be deployed to the TTS on Thursday, January 11th. As with most Mid-Season Reinforcements, we have a collection of Operator changes that are coming, particularly for a couple of fan favorites (or nemeses).

Deployment on the live servers will come after we have had a chance to review the feedback from the TTS.

Ela’s SMG will have a reduced magazine size

We have decided to lower the magazine size of her SMG from 50 to 40 bullets.

Game Designer notes: Ela overpowers her competition. Players select her almost every round, and for a good reason. All of the data we have on her (such as win ratio, K/D ratio, and Kills per round) shows that she needs to be nerfed. We have found this to be primarily because of her SMG and to a lesser extent her concussion mines.

The recoil of her SMG was already nerfed slightly with Y2S3.2, but this did not have the impact that we hoped.

For now, we’re trying to balance her while keeping her SMG’s uniqueness, which lets her fight several opponents at a time better than other defenders. We will consider other ways of nerfing this weapon if this is not enough.

In addition to the reduced magazine size, we will be reducing the overall strength of concussion effects across the board.

Reduction in Concussion effects

With Y2S4.2 patch, concussion effects will no longer disable sprinting. It will still reduce movement speed and camera rotation speed, but affected targets will recuperate much faster (4 sec, instead of 7 sec). The effect on sight and hearing will still last a total of 7 sec.

Game Designer notes: This change will affect both Ela and Zofia. We believe this will most heavily impact Ela, as Zofia also has impact grenades to rely on for increased effectiveness.

Compared to other gadgets of this nature, the concussion effect is superior in almost every way: it greatly affects movement speed, massively slows down rotation speed, and also reduces a player’s ability to hear and see.

Ash’s R4-C nerf

We reduced the damage of the R4-C to 39 (from 41).



Game Designer notes: Ash is still a pick that is too attractive when compared to other attackers. We’ve compared her most popular weapon (R4-C) to other assault rifles stats and given the R4-C’s very high rate of fire (860), its damage is a bit too high.

*We are aware of a visual issue with Suppressed damage not displaying properly in the Menu. The values in-game are true to the table above.

Capitao’s Para-308 buff

We increased the Para-308’s raw damage is to 48 (from 43). We also slightly reduced the intensity of the random components of its recoil.



Game Designer notes: Capitao right now is not attractive enough. His gadget suffers from a few issues that will need long-term solutions, but in the meantime, it’s clear that his main assault rifle is too weak.

*We are aware of a visual issue with Suppressed damage not displaying properly in the Menu. The values in-game are true to the table above.

Twitch’s Shock Drone Ammo

We reduced the max ammo for each Shock Drone to 5 (from 15).

Game Designer notes: Twitch right now is too strong. There are several possible reasons, one of them being that her drones have the potential to deny an unreasonable amount of electronics from defenders. We feel that this change will force players to start making choices about when to shoot or to save their ammo, and which Defender gadgets to destroy.

Bandit’s barbed wire

Bandit will now have two barbed wire (down from 3).

Game Designer notes: Even if Ela has eclipsed Bandit’s pick rate, players still pick him too often. Reducing the number of barbed wires he has should bring him more in line with other Defenders.

Lesion’s Gu Mine refill timer

We lowered Lesion’s Gu Mine refill timer to 30 sec (from 35).

Game Designer notes: Lesion is in an OK place right now, but could use a slight buff. By reducing the refill timer, it will encourage his specific playstyle of staying alive as long as possible to increase the strength of his defensive gadget.

Temporal Filtering

The T-AA has been fully implemented. As part of this, the Resolution Scaling and Sharpness Factor slide bars are in the Options menu.

With render scaling, you will be able to customize the ratio between render resolution and display resolution, which will allow you to maintain your target framerate. For example:



More details about Temporal Filtering and Anti-Aliasing can be found here.

Bomb UI Changes

We changed the player markers for players that are interacting with the Defuser. When a teammate is interacting with the Defuser, a new animation icon appears on the player. If your teammate is in the process of disabling the Defuser, you will also notice a new animated icon on that player. The new animated icon should make it easier to identify which teammate is currently interacting with the Defuser.

Additionally, once the teammate plants the Defuser, the progress of the Defuser replaces the round timer.

These are the first steps we are taking towards improving the Bomb game mode, and we will have more information about our next steps at the Six Invitational!

Caster Camera improvements

We will be making some adjustments to the Caster Camera. These adjustments will improve the viewer experience for those watching the spectator camera, but also provide them with more information in a more digestible format.

You can see a screenshot of the new UI here:



BUG FIXES

Gameplay

FIXED – Shield exploit that involves Deployable Shields being held in front of an Operator.

FIXED – Attack Operators can appear as a 2D texture when approaching broken walls while holding the hostage.

FIXED – Certain operator weapons produce extremely bright smoke and can obscure the view of the players.

FIXED – Zofia dies after using Withstand when a match has a Handicap of 75 or less Damage.

Game Mode

Terrorist Hunt

FIXED – Bombers do not always spawn during a Terrorist Hunt Classic on Tower map.

FIXED – Last three enemies of a wave will get stuck behind the reversed table in 2F Meeting room.

Spectator Camera

FIXED – Switching to Dokkaebi on support mode during her gadget animation will show her gadget screen empty.

Operators

Dokkaebi

FIXED – Dokkaebi loses functionality, and a broken animation is present if Dokkaebi gets into DBNO state while hacking the camera system.

FIXED – No warning appears when Dokkaebi is out of Logic Bomb uses and tries to activate it.

FIXED – When in ADS, you do not need to hold the appropriate key to use Logic Bomb.

Echo

FIXED – Yokai is stuck and has framed camera rotation rate on uneven terrain/debris.

FIXED – The drones including Yokai have issues smoothly turning when navigating on certain destructible surfaces.

FIXED – The Yokai drone loses signal in multiple places on Tower.

FIXED – Echo drone can stick to the canister under Mira’s Black Mirror.

Zofia

FIXED – Zofia's LMG-E should have 150 bullets instead of 151.

FIXED – Users can extend the bleed out timer by spamming Withstand.

Ying

FIXED – Ying's Candela will not go through the Ramps of 3F Watchtower of Oregon.

Level Design

Chalet

FIXED – Players can prone between objects at 1F Trophy Room and be pushed inside the wall or outside at EXT Campfire Wood.

FIXED – Nitro cells do not inflict damage if detonated on the plants from 1F Great Room.

FIXED – Defenders in Prone stance in one corner of 1F Dining Room are not contesting the objective.

Bank

FIXED – Bullets pass through the desk located at CCTV room.

Clubhouse

FIXED – Player can be stuck inside a wall if they use the vault prompt on beer cases.

Consulate

FIXED – Castle’s double door Armor Panels do not cover the entire frame.

Tower

FIXED – Player can vault in a specific location to get on a window frame.

FIXED – There are lights on the side of the tower, which can block an Attacker's rappel trajectory.

Kanal

FIXED – Due to a missing texture, players can exploit an area using drones and kill enemies.

Coastline

FIXED – Attackers can plant the Defuser from outside the objective at Ext Main Entrance.

Theme Park

FIXED – Attackers can place a drone inside the barricaded window of EXT Sweet Shops.

FIXED – Vault prompt is missing on the rooftop of the building.

User Experience

FIXED – Too much smoke appears when shooting with some weapons.

FIXED – Installing the latest graphics driver for AMD will cause a crash when explosives are triggered.

FIXED – Concussion and Sonic Burst effect applies to replays if applied after the start of replay.
Tom Clancy's Rainbow Six® Siege X - Ubi_Ludo


Patch 4.2 will be deployed to the TTS on Thursday, January 11th. As with most Mid-Season Reinforcements, we have a collection of Operator changes that are coming, particularly for a couple of fan favorites (or nemeses).

Deployment on the live servers will come after we have had a chance to review the feedback from the TTS.

Ela’s SMG will have a reduced magazine size

We have decided to lower the magazine size of her SMG from 50 to 40 bullets.

Game Designer notes: Ela overpowers her competition. Players select her almost every round, and for a good reason. All of the data we have on her (such as win ratio, K/D ratio, and Kills per round) shows that she needs to be nerfed. We have found this to be primarily because of her SMG and to a lesser extent her concussion mines.

The recoil of her SMG was already nerfed slightly with Y2S3.2, but this did not have the impact that we hoped.

For now, we’re trying to balance her while keeping her SMG’s uniqueness, which lets her fight several opponents at a time better than other defenders. We will consider other ways of nerfing this weapon if this is not enough.

In addition to the reduced magazine size, we will be reducing the overall strength of concussion effects across the board.

Reduction in Concussion effects

With Y2S4.2 patch, concussion effects will no longer disable sprinting. It will still reduce movement speed and camera rotation speed, but affected targets will recuperate much faster (4 sec, instead of 7 sec). The effect on sight and hearing will still last a total of 7 sec.

Game Designer notes: This change will affect both Ela and Zofia. We believe this will most heavily impact Ela, as Zofia also has impact grenades to rely on for increased effectiveness.

Compared to other gadgets of this nature, the concussion effect is superior in almost every way: it greatly affects movement speed, massively slows down rotation speed, and also reduces a player’s ability to hear and see.

Ash’s R4-C nerf

We reduced the damage of the R4-C to 39 (from 41).



Game Designer notes: Ash is still a pick that is too attractive when compared to other attackers. We’ve compared her most popular weapon (R4-C) to other assault rifles stats and given the R4-C’s very high rate of fire (860), its damage is a bit too high.

*We are aware of a visual issue with Suppressed damage not displaying properly in the Menu. The values in-game are true to the table above.

Capitao’s Para-308 buff

We increased the Para-308’s raw damage is to 48 (from 43). We also slightly reduced the intensity of the random components of its recoil.



Game Designer notes: Capitao right now is not attractive enough. His gadget suffers from a few issues that will need long-term solutions, but in the meantime, it’s clear that his main assault rifle is too weak.

*We are aware of a visual issue with Suppressed damage not displaying properly in the Menu. The values in-game are true to the table above.

Twitch’s Shock Drone Ammo

We reduced the max ammo for each Shock Drone to 5 (from 15).

Game Designer notes: Twitch right now is too strong. There are several possible reasons, one of them being that her drones have the potential to deny an unreasonable amount of electronics from defenders. We feel that this change will force players to start making choices about when to shoot or to save their ammo, and which Defender gadgets to destroy.

Bandit’s barbed wire

Bandit will now have two barbed wire (down from 3).

Game Designer notes: Even if Ela has eclipsed Bandit’s pick rate, players still pick him too often. Reducing the number of barbed wires he has should bring him more in line with other Defenders.

Lesion’s Gu Mine refill timer

We lowered Lesion’s Gu Mine refill timer to 30 sec (from 35).

Game Designer notes: Lesion is in an OK place right now, but could use a slight buff. By reducing the refill timer, it will encourage his specific playstyle of staying alive as long as possible to increase the strength of his defensive gadget.

Temporal Filtering

The T-AA has been fully implemented. As part of this, the Resolution Scaling and Sharpness Factor slide bars are in the Options menu.

With render scaling, you will be able to customize the ratio between render resolution and display resolution, which will allow you to maintain your target framerate. For example:



More details about Temporal Filtering and Anti-Aliasing can be found here.

Bomb UI Changes

We changed the player markers for players that are interacting with the Defuser. When a teammate is interacting with the Defuser, a new animation icon appears on the player. If your teammate is in the process of disabling the Defuser, you will also notice a new animated icon on that player. The new animated icon should make it easier to identify which teammate is currently interacting with the Defuser.

Additionally, once the teammate plants the Defuser, the progress of the Defuser replaces the round timer.

These are the first steps we are taking towards improving the Bomb game mode, and we will have more information about our next steps at the Six Invitational!

Caster Camera improvements

We will be making some adjustments to the Caster Camera. These adjustments will improve the viewer experience for those watching the spectator camera, but also provide them with more information in a more digestible format.

You can see a screenshot of the new UI here:



BUG FIXES

Gameplay

FIXED – Shield exploit that involves Deployable Shields being held in front of an Operator.

FIXED – Attack Operators can appear as a 2D texture when approaching broken walls while holding the hostage.

FIXED – Certain operator weapons produce extremely bright smoke and can obscure the view of the players.

FIXED – Zofia dies after using Withstand when a match has a Handicap of 75 or less Damage.

Game Mode

Terrorist Hunt

FIXED – Bombers do not always spawn during a Terrorist Hunt Classic on Tower map.

FIXED – Last three enemies of a wave will get stuck behind the reversed table in 2F Meeting room.

Spectator Camera

FIXED – Switching to Dokkaebi on support mode during her gadget animation will show her gadget screen empty.

Operators

Dokkaebi

FIXED – Dokkaebi loses functionality, and a broken animation is present if Dokkaebi gets into DBNO state while hacking the camera system.

FIXED – No warning appears when Dokkaebi is out of Logic Bomb uses and tries to activate it.

FIXED – When in ADS, you do not need to hold the appropriate key to use Logic Bomb.

Echo

FIXED – Yokai is stuck and has framed camera rotation rate on uneven terrain/debris.

FIXED – The drones including Yokai have issues smoothly turning when navigating on certain destructible surfaces.

FIXED – The Yokai drone loses signal in multiple places on Tower.

FIXED – Echo drone can stick to the canister under Mira’s Black Mirror.

Zofia

FIXED – Zofia's LMG-E should have 150 bullets instead of 151.

FIXED – Users can extend the bleed out timer by spamming Withstand.

Ying

FIXED – Ying's Candela will not go through the Ramps of 3F Watchtower of Oregon.

Level Design

Chalet

FIXED – Players can prone between objects at 1F Trophy Room and be pushed inside the wall or outside at EXT Campfire Wood.

FIXED – Nitro cells do not inflict damage if detonated on the plants from 1F Great Room.

FIXED – Defenders in Prone stance in one corner of 1F Dining Room are not contesting the objective.

Bank

FIXED – Bullets pass through the desk located at CCTV room.

Clubhouse

FIXED – Player can be stuck inside a wall if they use the vault prompt on beer cases.

Consulate

FIXED – Castle’s double door Armor Panels do not cover the entire frame.

Tower

FIXED – Player can vault in a specific location to get on a window frame.

FIXED – There are lights on the side of the tower, which can block an Attacker's rappel trajectory.

Kanal

FIXED – Due to a missing texture, players can exploit an area using drones and kill enemies.

Coastline

FIXED – Attackers can plant the Defuser from outside the objective at Ext Main Entrance.

Theme Park

FIXED – Attackers can place a drone inside the barricaded window of EXT Sweet Shops.

FIXED – Vault prompt is missing on the rooftop of the building.

User Experience

FIXED – Too much smoke appears when shooting with some weapons.

FIXED – Installing the latest graphics driver for AMD will cause a crash when explosives are triggered.

FIXED – Concussion and Sonic Burst effect applies to replays if applied after the start of replay.
Tom Clancy's Rainbow Six® Siege X

If you've played Rainbow Six Siege in the past few weeks then you've probably come across Jäger players exploiting a glitch with his deployable shield. The glitch makes him nearly impossible to kill, and Ubisoft has been rushing to fix it. That fix is nearly complete, the developer said on Reddit on Friday, and a patch should be live in the next few days, which is good news.

Usually Jäger plonks his shield on the ground so that other defenders can use it as cover, but by following a series of steps players can get it to sit on top of their gun so that they can run around with the shield covering the upper half of their body. Their view is not obstructed by the shield, so they can still shoot as normal, but nobody else can shoot through it.

Basically, it breaks the game. If the Jäger player crouches behind cover then they are virtually impossible to tag, but they can still kill any attackers that come into view. As you'd expect, it's become pretty popular with a certain group of players. 

Ubisoft has not set an exact date for the patch, but says it should happen "earlier in the week". For people that have had rounds ruined by the exploit, it can't come soon enough. 

Left 4 Dead 2 - contact@rockpapershotgun.com (Alec Meer)

Another year over, a new one just begun, which means, impossibly, even more games.> But what about last year? Which were the games that most people were buying and, more importantly, playing? As is now something of a tradition, Valve have let slip a big ol’ breakdown of the most successful titles released on Steam over the past twelve months.

Below is the full, hundred-strong roster, complete with links to our coverage if you want to find out more about any of the games, or simply to marvel at how much seemed to happen in the space of 52 short weeks.

(more…)

Getting Over It with Bennett Foddy - contact@rockpapershotgun.com (Father Christmas)

Ho ho hello readers! It’s Father Christmas here! I hope you’ve all been good boys and girls this year! Now, let me see, what have you all been wishing for? Goodness gracious, it’s all PC games! Well, I wouldn’t know much about those I suppose, but let’s have a look… (more…)

Tom Clancy's Rainbow Six® Siege X

It's an odd feeling when playing games weighs on you like an obligation. While the discussion over the unsavory ways that developers manipulate players is entirely dominated by loot boxes and microtransactions these days, that's not the only tool to entice players to come back again and again. If you're a fan of Hearthstone, Destiny 2, World of Warcraft, or even Rainbow Six Siege, you're already acutely aware of the draw these games have to log a little time in each day—even if you don't want to. It can feel overwhelming. And it's all thanks to the daily quest system that many of these games employ.

On the surface, daily quests are a smart way to entice players to come back each and every day. The idea is simple: set up a few meta-objectives that reset every 24 hours. In Hearthstone, for example, daily quests can range from slinging 20 spells over the course of several games to winning a few rounds as a specific class.

From a developer's perspective, daily quests can keep players coming back again and again—that's crucially important if your game is funded through microtransactions and paid DLC like Hearthstone or Siege. In subscription-based MMOs, daily quests keep players coming back between major updates, giving them an infinite series of tasks to complete when all others have long since been completed. It's a system that, at best, gives you a little extra reward for things you're already doing in-game. But in execution, daily quests can turn the joy of playing into a monotonous chore—especially when you're juggling multiple games that have them.

Long-term investments 

While daily quests can be found in games dating back to everyone's favorite social-media-meets-Pokémon website Neopets, their most known implementation was in World of Warcraft's first expansion, The Burning Crusade. At the time, daily quests (or 'dailies') seemed like an elegant solution to the age-old problem of MMOs never having enough content for players to complete. Blizzard's solution? Add a system of mundane repeatable quests that players could grind through each day to work towards long term goals like earning gold or gaining reputation with certain factions.

But in execution, daily quests can turn the joy of playing into a monotonous chore.

If the decades of forum posts are anything to go by, daily quests weren't a hit with players. Instead of capitalizing on Warcraft's most exciting group content, like dungeons and raids, they forced players into neverending loops of killing 'X' of 'Y.' Azeroth's greatest heroes became its ultimate labor force. But, somehow, the system has survived and spread to nearly every game Blizzard makes and well beyond. It's become such a staple in digital card games that I can't think of one that doesn't have daily quests. Even competitive shooters are starting to see the appeal.

But what is that appeal? 

While daily quests aren't likely to ruffle the feathers of gamers in the same way that loot boxes have, they still try to manipulate us. Like arcade games designed to extract quarters from pockets, daily quests are another small (but not necessarily insidious) facet in the complicated relationship games have with our need to feel rewarded. Daily quests offer a tangible goal to meet each day and the feeling that, even if I only have a few minutes to spare, I can earn a little extra if I use them right. But too often, I find myself resenting the fact that they exist at all.

In competitive multiplayer games like Hearthstone, daily quests go deeper than giving you a little extra gold. They are intrinsically tied to your worth as a player. The problem with competitive free-to-play games that use daily quests is that if you ignore them, there's a palpable sense of missing out. It's no longer just about how good you are, but how many hours (or dollars) you can invest. Because these quests reward gold used to pay for new card packs which, in turn, have a chance to reward more powerful cards, daily quests feel necessary instead of optional. It's not a little "thank you" for playing each day, it's clocking in for work so that you can have fun later.

It's not a little "thank you" for playing each day, it's clocking in for work so that you can have fun later.

Unless I'm willing to cough up money to buy these packs and skip that grind altogether, I need to optimise how much gold I can earn. My objective subtly shifts from having fun to completing these quests as quickly as possible. If one of my daily quests asks that I win three rounds as class I don't have a competitive deck for, I'm frustrated as I'm stuck playing matches hoping for an easy win or just ignoring the quest altogether and feeling like I'm missing out on valuable gold. Instead of playing a class that I've invested in and care about, I'm forced into playstyles that I may not find fun or satisfying.

In MMOs, daily quests create a more abstract sense of frustration. Daily quests aren't a meta-objective, but a wholly separate activity you have to make time for. Final Fantasy 14, for example, has various Beast Tribes that each have a set number of daily quests that offer currency that can be spent on powerful gear in addition to reputation with a faction that unlocks items and cosmetic gear like mounts. These quests are never fun, but MMOs continually leverage their weakest elements, like fetch quests, for use in daily quests. It doesn't matter how cool that mount may seem, every time I've done the math and realized I would need to login every day for the next 24 days to complete these quests to unlock it, I immediately resent the grind and abandon it altogether.

It's worth noting that not every daily quest system is a bad one, but many of them are designed poorly. Ironically, World of Warcraft: Legion's world quests, a complete overhaul of the old dailies, is actually pretty great. Not only does it offer a ton of choice and variety over which quests you want to complete, you are also given tangible rewards that can be immediately satisfying, like a new piece of gear. If you complete four quests for a specific faction each day, you'll also unlock even more rewards. 

What's more, world quests act like a Greatest Hits of Legion's leveling process, letting you revisit wacky and fun quests all over again. And, while they're still dedicated activities, you can bang out four of these quests in about 12 minutes. It's a quick and inoffensive system with multiple layers of rewards that helps hide the monotony and necessity of doing them—a start difference from Final Fantasy 14's monotonous routine.

But daily quests still represent a symptom of a wider issue many MMOs and multiplayer games with a progression system struggle with: the feeling that you have to constantly play in order to stay relevant. Whether they're a necessary part of grinding in-game currency or an abstract way of gaining power, daily quests almost always leverage the most boring and frustrating parts of a game in exchange for a reward. Put up with this crap, they say, and eventually you'll get something good. 

I must constantly be skeptical of games, their developers' intentions, and my motivations for why I keep playing.

Earlier this year, I wrote about how I'd finally given up the grind in World of Warcraft, embracing my status as a "casual" to just enjoy the game at my own pace. It was a liberating experience. But it's frustrating to see that grind seep into other games, to have my precious few hours of gaming become a list of chores I need to knock out in each game before the real fun begins. I must constantly be skeptical of games, their developers' intentions, and my motivations for why I keep playing.

Like towers unlocking sections of the map in open world games and loot boxes, daily quests will continue spreading to other games. Game design is often seen as an art but there's a science to it as well, and developers are always experimenting with new ways to keep us playing. Daily quests are rather innocuous on the surface, but understanding how they factor into your desire to play is important. And, like me, you might have to ask yourself the tough question. Is a little bit of extra gold a day really worth it?

Tom Clancy's Rainbow Six® Siege X

The Rainbow Six Siege Year Three pass, giving owners seven-day early access to eight new operators from Russia, France, Italy, the UK, the US, and Morocco, is now available for purchase.   

The pass also includes access to eight exclusive uniforms and headgear, a Rainbow Six charm that can be attached to weapons, 600 R6 credits to spend in the in-game store, and one year of "VIP Perks" good until January 31, 2019: A ten percent discount in the shop, a five percent Renown boost, and an Alpha Pack boost.   

Owners of the Year Two pass will get a bonus 600 R6 credits on top of everything else, and purchasing the pass prior to March 5, 2018 will also get you the Damascus Steel Signature weapon skin. It goes for $30/£27/€30 on Steam and the Ubisoft Store.  

Tom Clancy's Rainbow Six® Siege X - Ubi_Ludo


Extend and enhance your Rainbow Six experience with the Year 3 Pass, and get early access to 8 upcoming operators in Year 3 from Russia, France, Italy, UK, USA and Morocco!



Get your Year 3 Pass here!

Purchase the Year 3 Pass before March 5th 2018 and get the Signature Damascus Steel Skin.



Additionally, if you’re an owner of the Year 2 Pass, you will receive a bonus of 600 R6 Credits, on top of the 600 that come with the Year 3 Pass.

With the Y3 Pass get access to a 1-year* VIP premium membership which includes:

YEAR 3 OPERATORS AND BONUS DLC
  • 8 new Year 3 operators
  • 8 exclusive headgear and uniforms
  • R6 Meteorite Charm
  • 600 R6 Credits

VIP PERKS
  • 7-day early access to each season's new Operators.
  • 10% discount in the in-game shop**
  • 5% Renown boost
  • +0,3% Alpha Pack Boost

*VIP Membership ends January 31, 2019
**10% discount only applies to purchases made with Renown or R6 Credits.


If you missed the Year 2 Pass, don’t worry! You can still get the 8 Y2 operators in the Year 2 Operators bundle, available in the in-game shop for 2400 R6 Credits.



Tom Clancy's Rainbow Six® Siege X - Ubi_Ludo


Extend and enhance your Rainbow Six experience with the Year 3 Pass, and get early access to 8 upcoming operators in Year 3 from Russia, France, Italy, UK, USA and Morocco!



Get your Year 3 Pass here!

Purchase the Year 3 Pass before March 5th 2018 and get the Signature Damascus Steel Skin.



Additionally, if you’re an owner of the Year 2 Pass, you will receive a bonus of 600 R6 Credits, on top of the 600 that come with the Year 3 Pass.

With the Y3 Pass get access to a 1-year* VIP premium membership which includes:

YEAR 3 OPERATORS AND BONUS DLC
  • 8 new Year 3 operators
  • 8 exclusive headgear and uniforms
  • R6 Meteorite Charm
  • 600 R6 Credits

VIP PERKS
  • 7-day early access to each season's new Operators.
  • 10% discount in the in-game shop**
  • 5% Renown boost
  • +0,3% Alpha Pack Boost

*VIP Membership ends January 31, 2019
**10% discount only applies to purchases made with Renown or R6 Credits.


If you missed the Year 2 Pass, don’t worry! You can still get the 8 Y2 operators in the Year 2 Operators bundle, available in the in-game shop for 2400 R6 Credits.



Tom Clancy's Rainbow Six® Siege X

Zofia, a recently-added attacker who launches impact and concussion grenades.

Rainbow Six Siege is two years old, and it's aging well. Off the back of a 50-percent discount on all versions of the game in November, last weekend Siege hit 100,000 concurrent players, an all-time peak.

There's plenty of stuff that still needs to be improved in Siege: the frequency of teamkilling and leavers, 'spawn peeking,' 'dropshotting,' and that thing where one player loads into the first round of a match really slowly. But right now, here's why I think it's one of the best FPSes on PC.

It's not all about your aim

Marksmanship does matter in Siege—headshots are lethal, gun recoil varies, and you'll often see players aiming through tiny 'murder holes' in a wall to surprise opponents. But good gadgets, good information, or good timing can counter good aim.

Check the clip above: I'm in a 2v1 with 40 seconds left with my teammate Kootness, a PC Gamer Club member. We're out of stun grenades, and our opponent has a positional advantage—he's somewhere in the hostage room, but we don't know where. If we peek into the door, there's a good chance we'll instantly lose our heads because he only has to focus on a small bit of real estate.

Instead we try a timing attack, where my teammate and I enter the room simultaneously from the door and an opposite window. My breach alters the state of the map, the defender turns, and Kootness is set up to make the game-winning kill through the front door.

Valkyrie places additional cameras on the map, adding uncertainty to attackers' movements.

Multiple ways to contribute (even in death)

Virtually no other shooters value silence or stillness.

Siege isn't strictly about your K:D ratio, either. The way your team spends resources has a big influence on who wins, so much so that Siege reserves the opening minute of each round for laying defenses and gathering information. I love this phase because both teams get to feel each other out without the threat of death. It's a test of map knowledge. You can't reinforce every surface with steel walls: which ones are the most important? Should you place tripwire bombs in unexpected positions, or in more obvious, but higher-traffic doorways? A clever claymore mine can win a round. 

And as an attacker, maneuvering your fragile surveillance drone onto the objective safely is a feat of miniature parkour and stealth. A carefully hidden drone can end up being the MVP. 

Those drones are also a gateway for dead players to participate in the round. When you die, you can live on as a guardian angel for your teammates, marking any enemies who walk into the field of view of cameras. Ubisoft said in a recent video that it believes there's lots of unexplored territory in this part of the game, and I'm hopeful they'll expand even more on the after-death tasks available to players.

If anyone has a good lore explanation as to why mixed teams of special operations units are taking hostages, planting bombs, and fighting one another, let me know.

Rainbow warriors

Rainbow Six is by-definition a diverse squad: a counter-terrorism team made up of operators from around the world. With Overwatch and Dirty Bomb, Siege is one of the few shooters where you can run an all-female team; 12 of the 36 operators are women. Brazil, Japan, Canada, France, Germany, and Hong Kong are all represented on the roster, with Italian and Moroccan operators coming in 2018. The most recent update, Operation White Noise, focused on the Korean 707th Special Mission Battalion, but also included Zofia, its second Polish character.

Psychological warfare

Siege's 18 maps are clusters of small rooms and hallways, layouts that often allow attackers to get extremely close to the objective before encountering an enemy. This phase—after setup, but before all-out combat—is a strange mixture of quiet and tension. You might be a few meters away from the enemy, but short sightlines and the abundance of walls usually grant enough safety to move, set up gadgets, and pause to communicate. 

As Shaun wrote in 2016, this moment "is especially effective because there are virtually no other shooters that value silence or stillness." It's one of my favorite things about Siege, the space the game makes to poke at each other with gadgets, feints, and mind games. Some of my favorite fear-inducing maneuvers:

  • Blowing up a segment of the ceiling, sending defenders scrambling
  • Rolling a drone under a door, making eye contact with an enemy, and coyly rolling away
  • Concussing someone over and over with Echo's hovering, invisible drone
  • Marking an enemy over and over with a drone they can't find
  • Making all enemies' phones audibly buzz with Dokkaebi's ability
  • Barricading random doorways away from the objective to make attackers think about whether someone's inside

You can grind in PvE

Bots are uncommon in multiplayer FPSes. Siege's aren't very smart, but on certain variations of its PvE Terrorist Hunt mode, which has three difficulties, they can challenge experienced players with snappy aim or whole roomfuls of C4 traps. And each win earns some renown, Siege's non-cash currency.

More importantly, PvE is a low-pressure way for newcomers to learn some of Siege's sprawling maps. At the peak of CS:GO's popularity, a bunch of my friends who hadn't played wanted to jump in with me, but I couldn't offer them a true training mode like Terrorist Hunt to ease them into the mechanics. 

I'm interested to see what Ubisoft does in the Outbreak "co-op event" it's teased for 2018. Outbreak is planned as a temporary addition, and apart from the expanding map roster it'll be basically the only addition to PvE since launch.

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