Tom Clancy's Rainbow Six® Siege - contact@rockpapershotgun.com (Dave Irwin)

Rainbow Six Siege is about to enter its fourth year of DLC and seasonal balance changes. This is quite the feat, with the game retaining a healthy player base eager to get into the next map and try out a couple of new operators. Operation Burnt Horizon is an Australia themed one, and if the hints from Ubisoft are anything to go by, these could be quite the interesting pair to enter Siege. Our guide to Y4S1 will tell you what we know about the new operators, the new map, and the big addition to combat cheating in the game. (more…)

Grand Theft Auto V Legacy - contact@rockpapershotgun.com (John Walker)

I took it for granted. I knew I shouldn’t, I think I even knew I was doing it at the time. But last week, when the charts were filled with new and interesting games, pushing out the tired and bloated titles, I didn’t take the time to recognise what we had. And now, as can only be the direct responsibility of my careless credulity, everything has fallen apart.

This week’s charts are the worst I’ve ever seen. And I’m sorry. I’m… look, I’m just sorry.

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Tom Clancy's Rainbow Six® Siege

Confirming a rumor that's been kicking around since late last year, Ubisoft announced today that Rainbow Six Siege Year 4 Season 1, Operation Burnt Horizon, will go to the land down under, where women glow and men plunder and a pair of old pals from the SASR will bring their practical Outback knowledge to bear on a standoff at a gas station about a half-mile up Anarchie Road. 

The new operators are members of the Special Air Service Regiment, a special forces unit of the Australian Army modeled after Britain's SAS. The attacker is strictly business while the defender has a taste for the spotlight, but despite their differences it sounds like they've got a lot of history behind them. 

"Two old mates from way back, they’ve signed up with Rainbow to bring a little Aussie know-how to the other side of the world," Ubisoft said. "This includes a new device that’ll keep roaming Defenders on their toes, and one that’ll leave Attackers at a bit of a loss." 

Burnt Horizon will also bring in a new map set in one of those service stations that exist on a long, flat stretch of road to nowhere, where a high-stakes chase has come to an ugly end, "resulting in a map that's packed with twists, turns, and Australiana." Hopefully we'll also get at least one opportunity for a "that's not a knife" joke. 

(I did notice one amusing Aussie Easter egg visible in the full-resolution image above: No spoilers, but it's nothing a year in the tropics wouldn't fix.)

Ubisoft didn't get into any further detail about the Aussie squad joining the team, but given how well what it announced matches up with the previous leaks, including the physical appearances of the operators, it's a good bet that the rest of that information is close to the mark too: The attacker, named Gridlock according to the leak, might lay "red web trackers" that damage mobile defenders and make noise when tripped, while Mozzie, the defender, employs a device that enables her to assume control of enemy drones. 

Ubisoft will unveil Rainbow Six Siege: Operation Burnt Horizon in full on February 17 during the Six Invitational in Montreal, which will be livestreamed on Twitch

Tom Clancy's Rainbow Six® Siege - Ubi_P4in


With the launch of Y4S1, we will be activating the Match Making and Rating (MMR) Roll Back feature. When a cheater is banned, this feature will roll back MMR gains and losses for all players from matches that the banned cheater participated in for that Season. The system will not grant you MMR beyond your max MMR for the current Season.

The goal of the MMR Roll Back feature is to help reduce the long-term impact of cheaters on your seasonal rankings, and it will be an additional tool in our arsenal as we continue to move forward towards establishing greater countermeasures against cheaters.

In preparation before going live, the MMR Roll Back system has been silently running in the background over the course of the last Season as we collected data to identify potential issues, account for outliers, and properly investigate edge cases. We have tested various avenues and parameters within the new MMR Roll Back environment, but we continue to look forward to further developing this process further with feedback from our community.

IMPACT ON BOOSTED PLAYERS



In this graph, we can see the highest amount of MMR removed to a single player every 30 minutes, over the course of 24 hours.

Part of the reason we are doing this is also to push back against boosting services that use cheats to boost accounts. In the chart above, the larger spikes are boosted players having the MMR rolled back from Platinum/Diamond to a much lower rank. The larger spikes in particular (-5600 MMR for example) are the result of players that are consistently playing with cheaters over an extended period of time having their MMR rolled back.

ROLL BACK CONDITIONS

The current Roll Back feature will roll back all games (victories and defeats) the banned cheater participated in. We also explored a few other options, but based on the results of the data, rolling back all games will help to maintain a stable MMR environment, while still reducing the impact of cheaters on games.

In test-cases where we roll backed MMR only from when a team with a cheater wins a match (only victories, no defeats), we found that it severely imbalanced MMR equity as the MMR they lost from losing remained, but MMR they gained from winning was rolled back. This led to exaggerated MMR compensation spikes (as seen on the chart below), and consequently tanked the MMR of players that played with a cheater (intentionally or not), specifically in the low Copper ranks. This one-sided removal of matches is not an ideal system, and we have concluded that, win or lose, rolling back MMR from all matches that have a confirmed cheater present is a more effective solution. You can see what this looked like from a data perspective below.



In this graph, we can see the highest amount of MMR granted to a single player every 30 minutes, over the course of 24 hours. This indicates that MMR swings are not nearly as significant as we had initially anticipated.

ROLL BACK TIMING

Due to our process of detecting cheaters, and then the subsequent banning process, there is no way for us to identify which specific matches a person cheated in accurately (such as when players toggle their cheats on/off prior to being caught). With this in mind, we also explored the possibility for limited MMR resets based on recency, and tested MMR resets for the last 7 days vs the entire Season. However, the results were too random, and there was no way to determine if we had actually reduced the entire footprint of their negative behavior. So in order to confidently ensure that we maximize our removal of the impact of a cheater, we will be moving forward with resetting the MMR from matches that player participated in from the entire Season.

We look forward to evolving this feature with feedback from our community on the forums, and the official subreddit.
Tom Clancy's Rainbow Six® Siege - Ubi_P4in


Year Four Season One is all set to go, featuring two new operators from the SASR. One’s a stoic Attacker who’s just there to get the job done, and the other is a quick-witted Defender who’s in it for the guts and glory. Two old mates from way back, they’ve signed up with Rainbow to bring a little Aussie know-how to the other side of the world. This includes a new device that’ll keep roaming Defenders on their toes, and one that’ll leave Attackers at a bit of a loss.

That doesn’t mean they’ve left the sunburnt country completely behind them, though – there’s a slice of the red desert coming with them. A high-stakes chase has ended in a standoff at a service station halfway between here and nowhere, resulting in a map that’s packed with twists, turns, and Australiana. Try not to get distracted in the gift shop or dream of sampling the national specialties available at the fast food counter. Your teammates will thank you.

Visit our Rainbow Six Twitch Channel on February 17 for the full reveal of Operation Burnt Horizon, live from the Six Invitational in Montréal.
Tom Clancy's Rainbow Six® Siege - contact@rockpapershotgun.com (Dave Irwin)

Tom Clancy’s Rainbow Six Siege’s latest balance update has been out for a little while now and it dramatically changed a few of the operators. Each one has unique abilities they offer, essentially being their own class, as well as their own gadgets and weapons. We’ll be looking at all the various operators to see how they stack up today in this guide hub. We’ll be making recommendations about who to use if you’re new, as well as detailing which operators they have advantages over, and the latest updates within the affected operators. (more…)

Tom Clancy's Rainbow Six® Siege - contact@rockpapershotgun.com (John Walker)

It worked! Everyone, it worked! The sacrifices we all made, they were all worth it. Some said we were fools to ritually slaughter those Fortnite players and smear our naked bodies with their blood and entrails, but look! No GTA V in the Steam Charts! And no Monster Hunter World! Sure, there’s still flipping Clancy Siege, and obviously nothing short of sacrificing a god could take out Plunkbat, but it’s a chart filled with fresh, new and even lovely games!

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Tom Clancy's Rainbow Six® Siege

Rainbow Six Siege’s new limited time “Road to Six Invitational” mode is winning the hearts of its players. In just a few days since the event kicked off, Siege’s subreddit has seen a nonstop barrage of positive feedback for the new pick/ban system usually reserved only for professional play, essentially operating as an informal test before the mode potentially rolls out sometime this year.

It might be hard to see how a few rule tweaks can change the game so drastically, but the star here is the pick/ban system, which was first introduced to the pros last year. At the beginning of the match, each team gets to ban one attacker and one defender. If you’re prepping a match on Coastline, nixing Blackbeard or Mira eliminates two operators who usually dominate. As a side effect, banning forces teams to adapt and try new team comps and not just roll with what’s popular or considered top of the meta. It’s a phase that allows teams to tamper with the existing power balance of any map.

Right now the most common bans seem to follow the same blueprint as the pros: target key information ops like Mira and Echo or breachers like Hibana and Thermite. I've also seen lots of Lion or Blitz removals—the former being an op permanently banned in Pro League for his overly-useful gadget and the latter a common companion of the “crouch/lean spam” exploit that Ubisoft is working to fix. But as players feel it out, I hope to see more diverse bans meant to compliment different styles of play.

The other big shakeup in the Road to S.I. mode is round rotation. Instead of rotating between attack and defense every round, the teams play three consecutive rounds before switching sides. If the game goes into overtime, rotation goes back to normal. This means by the time you play your first round on attack, you could already find yourself on match point. I have some mixed feelings about this one.

Playing consecutive rounds in the same role helps stay in the mindset of attack/defense better than constantly switching between the two. On defense, I can focus on minimizing unnecessary movement and holding angles. After the transition to attack, I can shift my focus to keeping a good attacking pace and listening for flanks. It’s a small thing, but I can already feel the benefits.

On the other hand, the new rotation has some disadvantages. If you lose all three of your attacks and go into defense one round away from defeat, you have less of a chance to prove your defense skills. Some map sites are widely considered better balanced for one role over another, so the random assignment of who plays what first can matter in a small way. The reason this rotation was first added to Pro League was more about viewership than the experience of players—Ubi rightly figured viewers can keep track of the players better when they aren’t constantly switching roles. Overall it’s worth having, but it might need some tweaks.

The S.I. playlist includes a few other parameters that mirror the Pro League model like a trimmed down map pool of seven, bomb mode only, and longer arming times for the defuser. These are a good fit for pro-level play, but I can take or leave them. I’m an advocate for almost every map being playable in Ranked despite some imbalance (not you, Favela and Plane), so dicing the map choice down even more just exacerbates existing map burnout.

Much of the community, myself included, are hopeful that Ubi is taking the positive feedback seriously and are planning to implement similar rules into the base Ranked mode. Comments from developers last year indicate that they’ve considered it before, but hopefully this event gives them the proof they need that these features make for a more interesting and competitive Siege. Since the playlist is only available during the four weekends leading up to the Six Invitational, I’m stuck playing vanilla Siege for now. It’s tough living in a post-pick/ban world, but I think I’ll survive. 

Jan 28, 2019
Tom Clancy's Rainbow Six® Siege - Ubi_F4nch

The Y3S4.2 Patch will deploy on February 5th for PC, and February 6th for consoles.

BALANCING
A detailed breakdown, as well as the rationale as to why we are making these changes, can be found in the Designer’s Notes.

CAVEIRA
Luison
  • Damage decreased to 65 (from 99).
  • Adjustments to damage falloff to align with other pistols for consistency.
  • Reduced magazine size to 12 (from 15).
  • Increased recoil to make chaining shots at long-range more challenging.
  • Increased hipfire spread to reduce the viability of spamming non-ADS shots.

CLASH
SPSMG9
  • Upgrade to full-automatic fire mode from 2-round burst fire mode.
  • Updated recoil to align with other full-auto weapons.
  • Increase total ammunition at 161 (from 121)
  • Increased damage to 33 (from 30).

KAID
AUG A3
  • Increase ADS speed by 33% to align with other SMGs.

DOC + ROOK
MP5
  • Decrease max damage to 27 (from 30).

NOMAD
  • Yellow light on Nomad’s Airjab will now blink during activation delay.

BUGFIXES
GAMEPLAY
  • FIXED - Visual graphics glitch that impairs player sight. (Also known as the "Bird Box" glitch)
  • FIXED – The shield collision box is not synced properly when the player looks up and down.
  • FIXED – On Bomb, counter defuser will instantly appear in operators’ hands instead of playing counter defuser animation.
  • FIXED – Missing frames on crouch replays on end of round replay and death cam replay.
  • FIXED – Defusing at the last moment will not stop the round timer and prevents the round from ending.
  • FIXED – The holographic sight reticle thickness.
  • FIXED – Players can become immune to Stun/Flashbang effects after being stunned multiple times in THunt.
  • FIXED – Recruit operator has Fuze's default green ballistic shield skin instead of a black shield skin.

GAME MODE
TERRORIST HUNT
  • FIXED - Users in a PVE squad session can be stuck in an infinite loading screen after voting to retry.
CUSTOM
  • FIXED – In Pick and Ban, if player votes ‘No ban’ for the first ban, the ‘No ban’ option is automatically selected in the second ban-round.
  • FIXED – In Custom matches, the Operator art remains grayed out when ‘Change Operator’ button is pressed during 6th pick.
  • FIXED – In Custom matches, players cannot re-pick their previous Operator selection during 6th pick.
  • FIXED – In Custom matches, when the Attacker’s Unique Spawn option is set to off, the Attacker’s tactical map may have missing or displaced icons.
  • FIXED – In Custom matches, when a player leaves after spawn location vote, their vote count text remains.
  • FIXED – Players who are Clearance Level 5+ can't create a Custom Online game when in a squad with users who have a CL less than 5.

OPERATORS
NOMAD
  • FIXED – Drone collision issues with Nomad’s Airjab when deployed on any surface.
  • FIXED - Fire damage from any environmental map sources will not destroy Nomad’s Airjab.
  • FIXED – Nomad’s Airjab does not deploy on some types of debris.
  • FIXED – Certain gadgets are not destroyed even when Nomad’s Airjab pushes an Operator through them.
  • FIXED – Mute’s jammer can cause incorrect Airjab detonation behavior.
  • FIXED – One of Nomad’s VO lines does not play properly during Airjab detonation.
  • FIXED – When Nomad deploys an Airjab inside a smoke grenade, she can sometimes gain vision inside the smoke grenade’s area of effect.
  • FIXED – Nomad’s Airjabs can sometimes be activated and destroyed at the same time.
  • FIXED – The yellow laser on Nomad’s Airjab will shift left when the unequip animation is interrupted.

ALIBI
  • FIXED – Alibi’s Prisma will not activate when dropped by Alibi after being pushed-back by Nomad's Airjab.

KAID
  • FIXED - Addressed recoil differences of Kaid’s TCSG12 with mouse vs controller input.
  • FIXED - A round remains in the chamber while performing a full reload of Kaid’s TCSG12.
  • FIXED – Lesion’s Gu Mine will deploy in electrical barbed wire if deployed before or at the same time Electroclaw activates.
  • FIXED - The Electroclaw visual zone effect disappears after being deployed when switching operators in Support mode.
  • FIXED – Gadgets will still remain electrified by Kaid’s Electroclaw even after destroying the barbed wire on which the gadget was originally deployed.
  • FIXED – Some parts of Kaid’s uniform clips with the player’s camera when prone against a wall.
  • FIXED – The AOE effect indicator for Kaid’s Electroclaw is missing or is smaller while the gadget redeploys itself after falling off from a deployable shield.

LEVEL DESIGN
  • FIXED – Some walls do not respond properly to destruction after being hit in the same spot repeatedly.

FORTRESS
  • FIXED – Sound propagation issues in Kitchen / Central Stairs on Fortress.
  • FIXED – Operators bodies clip through the wall of 1F Kitchen on Fortress.
  • FIXED – Operator bodies can clip through a box on 1F Hammam.
  • FIXED – Floating debris when destroying ceiling surfaces in 2F Bathroom.
  • FIXED – Players sometimes pass through the indestructible separator walls of 1F Courtyard on Fortress when activating Nomad’s Airjab from a certain angle.

COASTLINE
  • FIXED – Players can vault through the floor to 2F Bathroom on Coastline.

CHALET
  • FIXED – When placing Fuze’s Cluster charges on the floor above certain metal beams, the pellets will detonate but will not deal damage to the environment or the players.
  • FIXED – Certain ceilings on Chalet don’t destruct properly due to horizontal pillars blocking explosions.

KANAL
  • FIXED – Players sometimes clip through wooden walls of Kanal.

USER EXPERIENCE
FIXED – Ranked match summary displays the individual MMR earned from the match, and not the Player’s current total MMR.
  • FIXED – Players sometimes receive a [2-0x00009008] Game Full error in Casual matchmaking.
  • FIXED – Voice chat audio continues to transmit even when alt-tabbed out of the client.
  • FIXED – Erroneous menu UI visual effects when using a controller.
  • FIXED – Menu UI tabs sometimes overlap when using two different inputs.
  • FIXED - Two observation tool key binding popups still erroneously popup on first boot for new players.
  • FIXED - Scrollbar overlaps the end of the details list for seasonal weapons.
  • FIXED - Incorrect compass location is displayed when drones are close to the ceiling.
  • FIXED – Players can duplicate weapon skins between two weapons.
  • FIXED – 2D visual corruption when vaulting over any thin objects.
  • FIXED – VFX issue with Reflex sigh on Spetsnaz attachments.
  • FIXED – FNP9 Pistol Iron sight not centered properly.
  • FIXED – Killcam replay moves sporadically when an operator dies from a thrown C4.
  • FIXED – Kaid and Nomad's default headgear is misnamed.
  • FIXED – The "Canadian Trenches" Uniform for Frost has a clipping issue around the chest area.
  • FIXED – Glaz’s Elite Uniforms & Headgears have missing titles on the Operator screen.
  • FIXED – Headgears are not arranged by order in player's inventory.
  • FIXED – Sorting charms by price leads to an alphabetical sort in the shop.
  • FIXED – The Vigil Chibi Charm visual effects missing around the sides of his mask.
Grand Theft Auto V Legacy - contact@rockpapershotgun.com (John Walker)

Once bitten, twice shy, is not a good aphorism for zombies. They’re not very shy at all>. In fact, some of them are positively bold. They’ve wreaked havoc with this week’s Steam Charts, taking over nearly half the entries. Which, admittedly, saves me thinking up a bunch of other stupid shit to write.

Yes, click through, read on, for the bunch of stupid shit I did> write.

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