Tom Clancy's Rainbow Six® Siege - Ubi_F4nch


Creating new doors in walls is core to the destructible strategy in Siege. Creating new walls, new windows, and actual new doors is core to Map Buffs. The Level Design team is constantly looking at ways to iterate on maps in small, focused updates through what we call Map Buffs. Introduced for the first time in Operation Para Bellum with the Map Buff of Clubhouse, we wanted to revisit the philosophy of these decisions, as they will be a key feature in the future.



Here is an example of the Clubhouse Map Buff where a connector was added to the second floor to bridge the two structures.

After two years, some maps or parts of maps in Siege can feel stale. As players and playstyles evolve, there are also areas of certain maps that lack competitiveness. This can make a map unbalanced or even just not fun to play.

The philosophy of the Level Design Team when creating Map Buffs is to give maps new life while improving the competitiveness. The team builds onto the existing structure and flow of the map that improves on these qualities without completely changing the experience of the map. This is where Map Buffs differ from Map Reworks.



Here is an example of the Clubhouse Map Buff where a connector was added to the second floor to bridge the two structures.

Map Buffs are surgical and limited changes are focused purely on gameplay. These are more rapid iterations on a map that require reduced workload on the art team. They aim to offer a few critical improvements to competitiveness, mainly more viable objectives. The Level Design team looks at the objective pick rate in Ranked and Pro League and attempt to redistribute it more equally with these buffs.

In the future, we plan to introduce Map Buffs on a more regular basis. They all will not be as robust as the changes made to Clubhouse, but they will be focused on the philosophy outlined above.

For more information on the upcoming season, follow Rainbow Six Siege on Twitter and Facebook.
Tom Clancy's Rainbow Six® Siege

Update: Maverick has been officially revealed, and the leaks and rumors have been confirmed. As you can see in the teaser above, he indeed uses a blow torch, though rather than breaching the wall in this case, he creates a horizontal slit which he can shoot through. His bio indicates that while creating "murder holes" is one of his talents, his blow torch has other uses, too. Maverick’s full reveal will take place during the Six Major in Paris, which begins tomorrow and runs through the 19th.

Our original story, in which fans dug up his name a bit early, follows below.

Original story (Aug 14): Following the official reveal of Rainbow Six Siege’s newest defender, Clash, fans have already been digging for even more info. And thanks to their tenaciousness, we now know the likely name of our new blow-torched attacker: Maverick.

There are already a few things that are adding credence to this theory, the main one being video tags that can be found in the reveal video for Clash on Ubisoft’s YouTube channel. As you can see below, “new operator maverick” is embedded in the video’s keywords for anyone to see. Well, not anyone—YouTube hides these tags on the normal video page, so they’re only visible when viewing the page source in another tab.

Maverick’s mention sits right next to other keywords that we would expect, like “new operator clash” and “hereford base,” so this seems pretty cut and dry. But for good measure, clever redditor veolicitycontrol noticed that trying to open the page for “maverick reveal” on the Siege website doesn’t simply redirect back to the main site like other bogus URLs. Instead, it hits a 404 and stays there, suggesting the page may exist and just isn’t visible yet.

We know from leaks back in May and the Operation Grim Sky reveal that Maverick is an attacker from the Delta Force who will carry a blow torch gadget. This likely means he’ll be Siege’s third hard breacher alongside Thermite and Hibana, an addition players have wanted for a long time. Ubisoft will probably officially unveil Maverick’s name sometime this week, leading up to the full gameplay reveal on Sunday during the Six Paris Major.

"Future changes will include elements that will make Thatcher stronger, but we needed this interaction in place before we can begin working on those."

Ubisoft

Ubisoft has also released a new Designer Notes blog post detailing a few small operator changes before going into Grim Sky. The most interesting change will be coming to Thatcher—his EMP grenades will no longer destroy cameras, only disable them temporarily. “This is a small part of a larger project that we are working on, but have too many dependencies on current systems to implement this at the same time as the rest of the changes. Future changes will include elements that will make Thatcher stronger, but we needed this interaction in place before we can begin working on those,” the post states.

Valkyrie’s throwable cameras, bulletproof cameras, Maestro’s Evil Eye turrets, and the default map cameras all apply here. Right now, this comes across as a simple nerf, but Thatcher isn’t typically used to destroy cameras in the first place. His EMP grenades are most commonly used to safely destroy Bandit's batteries and Mute’s jammers to free up a wall for hard breaching. The nerf is in line with what Ubisoft designers said last month during a Reddit AMA, admitting that they weren’t satisfied with how the EMPs leave little room for counterplays. 

After feedback that Twitch’s shock drones were too hard to hear even in a quiet room, Ubi will be making them a bit louder when moving around in Grim Sky. If this nerf is as slight as they make it sound, it shouldn’t change up Twitch’s playstyle too much, but it’s important to know for the Twitch mains out there who might not notice they’re suddenly making more noise when trying to stealth around.

We'll surely have more on Siege's new operators come the Paris Major this weekend.

Tom Clancy's Rainbow Six® Siege - Ubi_F4nch


We have a few changes that will have an impact on gameplay, but this will not be a major balancing patch. These changes will come with the Y3S3 patch, and will be available on the Y3S3 Test Server.

Thatcher
  • EMP Grenades will now temporarily disable cameras instead of destroying them.
As we noted in a previous AMA, Thatcher’s binary playstyle is somewhat limiting, and we adjusted his gadget to allow for additional creativity, and have a longer lasting impact on the Meta. His EMP grenades will now temporarily disable cameras; this includes security cameras, bulletproof cameras, Maestro’s turrets, and Valkyrie’s cameras. This is a small part of a larger project that we are working on, but have too many dependencies on current systems to implement this at the same time as the rest of the changes. Future changes will include elements that will make Thatcher stronger, but we needed this interaction in place before we can begin working on those.

Twitch
  • Shock Drone will emit slightly more noise
We will be increasing the amount of noise made by Twitch’s Shock Drone, as player’s had too much trouble hearing the drone even in extremely quiet situations. It is still very discreet, and quieter than other drones. Our goal is to help players that are paying attention be able to pick up on the audio cue from the drone when it is moving.

Weapon Sight Misalignement
  • Weapons will no longer interact with your Field of View
Our recoil system has a flaw affecting automatic weapons that causes bullets to diverge from where the reticle is pointing. A fix will be implemented with the upcoming Year 3 Season 3 patch. This will be done by removing your weapon’s interaction with your Field of View (FOV), and ensuring the reticle will always be in the center of your screen.

Our goal is to offer a clean, tight shooting system that enables our players to showcase their skill, without rewarding players with a headshot when aiming at the torso. We have worked hard at trying to match the unique shooting feel of Siege by firing tens of thousands of bullets and switching back and forth between the two systems, and iterating to bring the new recoils closer to their live counterpart.

The implementation of this change will also be a starting point for a re-evaluation of all weapons. We will share more information about any future weapon changes prior to them being implemented in the live game.

Current Status

Finka
Following the changes that Finka experienced in Patch 2.2, we have seen a positive result. As of right now, her Win Delta has dropped to 1.7%, bringing her more in line with other Operators, and her pick rate has slightly increased. We are happy with the result of the changes that were made, but are going to continue to monitor her performance should anything change, as well as keep an eye on how she is performing in Pro League.

Frost and Kapkan
We have seen an interesting increase in the Win Delta for Kapkan and Frost in the last few weeks. They have each shifted from a Win Delta of approximately -3.0%, to nearly 1.0% each. We aren’t sure why this happened, but to the dedicated Frost and Kapkan mains out there, keep doing great things. We see you.

Tune-in for the reveal of Y3S3 Operation Grim Sky on the Rainbow Six Twitch Channel on August 17 - 19th during the first ever Six Major in Paris.
Tom Clancy's Rainbow Six® Siege

The slow, steady rollout of the next season of Rainbow Six Siege, entitled Operation Grim Sky, continued today with a teaser introducing one of the game's two new operators: Morowa "Clash" Evans, a defender who bears an uncanny resemblance—at least for a brief, flashing second—to Shodan, the infamous AI villain of System Shock.

Clash, a Scotland Yard crowd control specialist, is the first Rainbow Six defender with a shield. And not just a shield, but a massive, transparent, person-height shield with a built-in taser. And not just a taser, but a howling Tesla coil, basically, that looks like it's cranking out enough juice to drop six men and the elephant they rode in on.

A native of England, Clash served with the Territorial Support Group during the 2011 riots, before earning a spot in Specialist Firearms Command, the branch of London's Metropolitan Police Service that provides armed response capability. Her shield, the Crowd Control Electro Shield, is actually a DIY rig put together by Twitch and Mira. 

"Clash is the perfect Operator to handle this new gadget and weapon because she understands mob behavior and she pioneered snatch squad tactics, not to mention her experience as a riot officer," Ubisoft said in her character announcement. "She knows exactly when and where to deploy this shield to deny entry and slow down her opponents." 

Clash, and all of Operation Grim Sky including the reworked Hereford Base map that we checked into last week, will be fully revealed on August 19 during the Six Major in Paris. And in case you missed it, this weekend is a fine time to find out what Rainbow Six Siege is all about: From August 16-20 it'll be free to play on Steam

And in case you thought I was kidding:

Aug 13, 2018
Tom Clancy's Rainbow Six® Siege - Ubi_F4nch


Meet Clash, the first Defender with a shield.

Born and raised in England, she’s a tough officer who served with the Territorial Support Group, holding the front line during the 2011 London Riots. She earned her spot with the Specialist Firearms Command (SCO19), making herself known within London’s Metropolitan Police Services (MPS).

She’s an expert at devising crowd-control strategies and she even acquired special permission to attend Gold Command meetings. She later made Detective Constable. Her experience, service record and persistence in her line of work got her noticed by Rainbow Six.

https://www.youtube.com/watch?v=pM5Pqv10vJA

Twitch and Mira combined their engineering backgrounds, leading an R&D project to create the CCE Shield (Crowd Control Electro Shield). Clash is the perfect Operator to handle this new gadget and weapon because she understands mob behavior and she pioneered snatch squad tactics, not to mention her experience as a riot officer. She knows exactly when and where to deploy this shield to deny entry and slow down her opponents. Not only that, Clash has the backbone to stand her ground and a cooperative mindset to set herself up for assists. She shows no mercy and she has zero-tolerance for nonsense.

Despite her new title as DC at the MPS, she knows she belongs on the front line. This new Defender joining Rainbow Six, she’s none other than Morowa “Clash” Evans.

Visit our Twitch Channel on August 17-19th for Clash’s full reveal during the first ever Six Major in Paris.
Tom Clancy's Rainbow Six® Siege

Ubisoft is offering another free weekend for its wildly successful tactical FPS Rainbow Six Siege.

In a slightly unusual interpretation of the word “weekend”, Siege will be freely available to play from Thursday 16th of August, continuing through until Monday 20th. According to Ubisoft, this will offer full access to all maps, modes and operators.

On PC, the free weekend commences from 6pm, while console players will receive access to it earlier in the day. PC players can pre-load the game as early as tomorrow, however, enabling you to blast a hole in your evening plans as soon as the game becomes available to play.

The free weekend coincides with the first ever Rainbow Six Major championship in Paris, where sixteen teams will compete for a share of a prize pot worth $350,000. Starting on the 17th, the event will also reveal Operation Grim Sky, a new content update that will introduce two new pperators to the game.

The specifics regarding these operators are still under wraps, but Ubisoft has offered a broad sketch of the new characters. According to Ubisoft’s announcement of Grim Sky, the first is a “tough police officer” from the UK specialising in “mob behaviour and snatch-squad tactics”, while the second is an American attacking operator who “remains an enigma within Rainbow Six”. You know you’re black ops when your own team doesn’t know anything about you.

Grim Sky will also see the first reworking of a Siege map, as the Hereford Base gets a remodelling. A teaser trailer for the altered map is below. Full details of the update will be unveiled at the Paris event, assuming you’re not too busy playing Siege at the time of the reveal.

Tom Clancy's Rainbow Six® Siege - Ubi_F4nch


Our recoil system has a flaw affecting automatic weapons that causes bullets to diverge from where the reticle is pointing. A fix will be implemented with the upcoming Year 3 Season 3 patch. This will be done by removing your weapon’s interaction with your Field of View (FOV), and ensuring the reticle will always be in the center of your screen.

Our weapons are rendered at 50 FOV and the game world is rendered between 60-90 FOV. The center of your screen and the reticle match between 50 and 60 to 90 FOV, so the first shot is always accurate. Our weapon optics will become offset due to the variance in render scales, causing displacement of the reticle. Displacement of the reticle occurs whenever multiple shots are fired in quick succession (fully automatic fire). Any displacement of the reticle is going to create further misalignment.. When there is weapon displacement, it moves the reticle off center, thus sending the bullet to a different point than where the reticle is pointing. Displacement occurs when there is rotation (weapon spins around a central pivot point, forming two circles as each end of the weapon) and translation (the weapon moving in a direction on the X and Y axis).



In the new system, we are not able to transfer the recoil “patterns” from the old system. They need to be recreated manually for each weapon, and we have been working to make the recoils match the “old” ones. We have made an effort to ensure that each weapon feels as close to the original recoil as possible.

Our goal is to offer a clean, tight shooting system that enables our players to showcase their skill, without rewarding players with a headshot when aiming at the torso. We have worked hard at trying to match the unique shooting feel of Siege by firing tens of thousands of bullets and switching back and forth between the two systems, and iterating to bring the new recoils closer to their live counterpart.

These changes were live on the latest version of the Test Server, and we have done our best to consider your feedback.

Tom Clancy's Rainbow Six® Siege

The new Hereford looks fantastic, with the old, bland concrete blocks being scrapped in favour of a WWII aesthetic that gives the map a far more distinct visual style, full of fighter planes, antique cars and crumbling brickwork. The map will still feature plenty of nods to the old Hereford however, something that the developers hope will retain the “soul” of the map, while making it far more visually interesting.

The rework will overhaul more than just the skin of the map. Hereford Base was the first map ever prototyped for Siege, and since then the game has shifted significantly, leaving Hereford behind. Nowadays, it feels clunky and bland to play on, in stark contrast to newer maps like Villa or Theme Park. Compared to the rest of Siege’s maps Hereford is tiny, leaving defenders very few options in terms of objective locations, and it’s far too easy for attackers to lock down the central staircase, preventing rotations and bottling defenders into the site, where they can easily be picked off. 

Changing this imbalance is the main focus of this rework. The map has been made bigger, opening up the cramped interior spaces to allow for more free-form firefights, and new rotation paths have been added, including a new set of interior stairs, which should make the map far easier to defend, with roamers now having far more options to set up flanks and ambushes. Overall, these changes are so significant that it looks like the new Hereford base will feel like a totally new map. It’s not yet confirmed whether or not the map will be heading straight into the ranked rotation like Villa did last season, but based on the confidence expressed in the blog post I would imagine it will be.

Also interesting is what this new map rework might mean for Siege in the long term. Ubisoft has differentiated this full rework from the “map buff” that Clubhouse got last season, which added some new passageways but left the map relatively in tact. These map buffs are expected to come every season from now on, but the rework clearly involves much more work than the buff, so it’s unclear when we can expect to see another one, especially if Ubisoft wants to return to the one new map a season format we’ve seen in the past. Many of Siege’s maps could benefit from major changes, especially maps that have been relegated to casual, like Yacht, Tower and Presidential Plane, or ones removed from matchmaking entirely, like Favela. These maps are some of the most interesting available in Siege, so making them more viable by adding new objective sites and rotation lanes for defenders, or by adding extra protection against spawn peeking and entry locations for attackers, could really help in making these old maps fun again.

Tom Clancy's Rainbow Six® Siege - Ubi_F4nch


Hereford Base is getting a makeover. The aim of this rework is to make serious adjustments to the map to address previously encountered gameplay issues, and to raise the standards of what’s expected for competitive play. Overall, the map will still feel familiar, but this new Hereford Base contains many twists and should be treated as a new map.

The current map as we know it was the first to be prototyped for Rainbow Six Siege, so it only makes sense for this map to be the first rework. Rarely does a Dev Team get to revamp an existing map, let alone a location as iconic as Hereford. Thanks to your continued support and feedback, the Dev Team collected a good amount of data to make the required fixes, pushing Hereford Base to the next level.

Players can expect a new layout and the map as a whole will be bigger, meaning that each floor will have a larger surface area. Level Designers have also added new stairs to improve movement between each floor, increasing the viability of rotations. However, the new Hereford Base will still retain its “soul,” making multiple nods to the old base. Level Artists also took this opportunity to update the map’s visual identity and color palette, giving each floor more personality.

For the Level Designers, revisiting this map was a rare treat. Rainbow Six Siege has been running live for over two years. During this time, the level design team has matured and fine-tuned its knowledge of the game, and now has the chance to apply this knowledge to the Hereford Base map. Despite the frequent rain over Hereford Base, the Dev Team has a sunny and positive outlook on what’s to come.

Again, none of this would be possible without the community’s feedback. Thank you for all your support.

Find out all about Hereford’s full treatment by visiting our Rainbow Six Twitch Channel on August 17-19th during the first ever Six Major in Paris.
Aug 8, 2018
Tom Clancy's Rainbow Six® Siege - Ubi_F4nch


In a game like Rainbow Six Siege, ensuring that all maps are as competitive as possible is crucial. As part of that effort, we have learned a lot about how our maps are played, and what goes into making all of the Bomb Site locations viable options. For some maps, this can be done with adding and removing a few walls, and making minor tweaks to the flow of the map. For others, it will require extensive overhauls to the core layout of the map, which is where our Map Reworks come in. The goal of these reworks is to make a map more player-friendly at all skill levels, but also ensure that they are as balanced as possible. As previously announced, the first map receiving a rework will arrive in Year 3 Season 3.

With the Map Rework system, the level design team heavily alters the landscape to improve map flow. The overall goal of this process is to create more feasible Defender site choices. Our hopes are not to remove the most favorable selections, but to make other choices more practical, leading to a fresh experience. Additionally, changes to the layout of the map will open up better possibilities for Defenders to move around the map, as well as for Attackers when they are assaulting the objective. For example, ensuring that players have rotation opportunities and are not funneling through a single choke point to access a portion of the map is a part of reimagining the interior layout of a map.

The theme, or visual identity, of a map is also one of the areas that may be fine-tuned. This is where the art team will use their skills to make changes that improve the art direction. This is not limited to touching up on graphical fidelity of certain aspects of the map – the team may choose to revamp the feel, or setting, for where this map exists. We believe that this is an important step in making the maps more visually pleasing.

Maps that have competitive potential, but lack in this area, will be the leading candidates for the rework process. When maps suffer from imbalanced Bomb Sites, difficult rotation options, or spawn points that are problematic, they will either be reworked (Hereford Base), or removed from Ranked/Professional play (Tower). It is important to note that a map being removed from a playlist does not guarantee it will go through a rework or buff. This will allow the team to reevaluate the layout and make the necessary changes to improve the player experience.

To find out further details about map reworks and the incoming Hereford Base in Season 3, be sure to follow us on Twitter, Facebook, on the forums, and on our subreddit.
...