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

Tom Clancy’s Rainbow Six Siege’s fourth year has been officially announced, with the first part dropping in the next month or so. We’ll be getting our first glance at the new operators soon, but we figured we’d add everything we know about the new year to our guide. For those new to our coverage, there’s also some important things to know when first starting out, as well as specifics for playing as the attacking team or defending team, and more in-depth stuff on each operator and the specific maps being added as the game continues its long run. (more…)

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

Roaming defenders have largely gone unpunished in Rainbow Six Siege, but all that’s about to change. With the introduction of Gridlock in Year 4 Season 1, the attacking team can now leave a little present for any would-be roamers in the form of Trak Stingers. Gridlock does have more to offer however, so we’ll be going over all the weapons, stats, and gear she has on her. (more…)

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

Rainbow Six Siege’s got a couple of new operators coming within the next few weeks, kick starting Year 4 of updates. So before then it’s probably best to learn what each of the other operators does in the game as of the most recent update. They all have unique abilities, as well as their own gadgets and weapons. In this guide hub, we’ll be looking at all the various operators to see how they stack up today; 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 X - contact@rockpapershotgun.com (Alice O'Connor)

It's the end of another long day at Fags & Mags & Rab(bid)s, a wee family-owned shop and video game company on the corner of a sleepy street in the Parisian suburb of Montreuil.

Michel Guillemot is down on his hands and knees, fishing under the pick 'n' mix display for loose sweets he then dusts on the lapel of his brown cotton shopcoat before popping them back into their correct box.

A yelp rises from the back room. Yves Guillemot rushes out, a dusty bottle of prosecco in his hand and a wide smile across his face.

"Brother!" Yves cries. "They did it! We're safe! We did it!"

Michel slips a gummy egg between his lips and waits for Yves to calm down.

"Vivendi! Finally! They said they would! They have!" he gasps while tearing at the foil on the bottle. Yves notices his brother's bemused look (and pretends not to notice he's eating the stock again) and pauses to catch his breath. "Vivendi finally sold their remaining Ubisoft shares. That's the very end of their takeover attempt. Our family business is safe."

Michel swallows and reaches for a pack of plastic picnic champagne flutes.

(more…)

Tom Clancy's Rainbow Six® Siege X

Winning duels in Rainbow Six isn’t just about aim.

Being able to flick to headshots with your mouse is only one part of the equation. The other part involves fine-tuned restraint, awareness, and appreciation for tactics. 

Running headlong into firefights is a recipe for disaster. Know when to push, but also know when to hold back and wait for your opponent.  

Being good at Siege is a real test of your ability to be patient. These are some ways to develop that tactical patience and excel at one on one battles.

Reduce visibility

Rainbow Six is not a death-match game that rewards brazen and open conflict.

We’ve written that Rainbow Six is Counterstrike’s sexier cousin. In many ways, Rainbow does inherit some of the same tactics from its meta.

Crouching and leaning, and reducing your visibility to an enemy is essential.  

Pros hold corners tightly. Observe the movement of pixels rather than entire character models that cross your field of view. Expose your operator as little as possible. Gain information on your opponent through ambient sound, cameras, and other special abilities that Rainbow Six’s operators provide (e.g. Pulse’s heartbeat monitor, Lion’s EE-ONE-D, or Dokkaebi’s Logic Bomb).

Tactically, Rainbow Six is a game of information. Seeking that information by rushing into open areas without prior knowledge cedes initiative to your opponent.  

Anticipate, anticipate, anticipate

Initiative, or the ability to engage first before your opponent can, is key to winning firefights.  

Once engaged, battles last only seconds. If you’re good, fights are over before the enemy has a chance to even return fire.

Anticipation is everything in Rainbow Six. Use the small clues the game drops to anticipate movements. Even shadows generated by the environment can tip you off to an opponent’s location.

Being a quick aimer is different from being smart aimer.  

If you know the direction and general area your opponent is in, you can pre-fire down corridors or around corners.

Reduce your own footprint

Keep that last lesson in mind — you also do not want to give your opponents the kind of information that allows them to anticipate you.  

Sound reveals a great deal of information. Sprinting is one of the noisiest behaviours in Rainbow Six. Avoid it when you have the luxury of doing so.  

Keep discipline with your weapons. Unless you’re pre-firing with solid information, gunfire can let your enemies know your location more so than footsteps.

Yet, keep moving

Stationary targets make for easy headshots.  

Although Ubisoft has committed to reducing crouch and lean spam, you will want to always keep moving, crouching, and strafing in engagements.

Practice how to track targets while also pressing your movement keys. If caught in a direct firefight, strafing left and right while laying down fire on a target is imperative. Use natural cover in the maps to duck behind as you reload and plan your next move. Duck frequently in and out behind that cover to throw off your opponent and give yourself critical protection.

Mind the asymmetry of defender vs. attacker

Rainbow Six’s weapon and gadget loadouts are balanced in favor of the attacker. Attackers have more powerful and accurate rifles, less recoil, and almost total access to the ACOG optic.  Defenders mostly have access to weapons that excel at CQB, such as shotguns and submachine guns.

What defenders lack in damage and range, they make up for in fire rate and recoil, and therefore thrive in close quarters combat.  With rare exceptions, like Jager’s HK-416, defenders will almost always be at a disadvantage in longer range engagements. 

Run a loadout and optic you’re comfortable with

Rainbow Six’s customisation offer some degree of choice over how your aiming profile looks and acts.

For some, the added magnification of the ACOG scope is essential to staying accurate and pulling off critical headshots in engagements.  For others, the added shake and recoil of the ACOG can be distracting, finding it easier to use the unmagnified Red Dot, Holographic, or Reflex sights. 

Choose the sighting that is most comfortable for you.  Never feel like you’re second guessing the outcome of a match because you felt that your sights were off or forced you to miss a shot.

When you can, rely on teammates

Although being sharp with your senses and instincts helps, don’t forget that Rainbow Six isn’t a free for all.

Head to head engagements can turn on whether your teammates are able to give you intel regarding the location of your opponents.  Even when dead in ranked or casual, your teammates can watch cameras and give in-game voice callouts to enemy locations.  

Even if your team is silent, it never hurts to ask (or plead).  If someone has been knocked out of the round, diligently watching cameras can be a huge help.

And of course, get better at aiming

Tactics and knowledge can only get you so far.

Aim will always be a critical component of winning at shooter games, and Rainbow Six is no different.

No matter how well-trained in tactics you are, as you climb the Ranked ladder, your opponents will only get faster and more disciplined.  

Quick and accurate fire is a way to bail yourself out of mistakes. While the time to kill in Rainbow Six is very short, being able to “flick” your aim and make quick turns on potential ambushers can make all the difference.  

Tom Clancy's Rainbow Six® Siege X

After two weeks on the Technical Test Server, Rainbow Six Siege Operation Burnt Horizon is officially releasing Wednesday March 6. As always, new operators Mozzie and Gridlock will only be available to Year 4 pass holders for the first week. Outback, Siege’s excellent new map, will be available to all.

Ubisoft aggregated the weeks of testing in an addendum to the original Burnt Horizon patch notes.

Dokkaebi

  • Auto-hang up timer of Dokkaebi calls reduced to 12 seconds (down from 18).

Ubi is intensifying the original nerf introduced to the Logic Bomb at the beginning of the test server. In my experience, 18 seconds was still long enough that I always felt the need to stop and hang up the call myself. Bumping it down to 12 sounds like a good middle ground where you can easily let it ring without much annoyance.

Capitão

  • Back to Wind Bastion version.

Ubi is completely reversing the changes to Capitão’s fire bolts. The new bolts did feel a bit overpowered. The effective radius was march larger and had huge potential for denying areas from defenders. The devs are going to “take a look at and evaluate the data and feedback we've gathered.” For now, we’re back to the wimpy fire bolts of old.

Gameplay tweaks

Some small, previously unlisted changes were noticed early on by players on the test server, but Ubi took this opportunity to make them official.

  • Minimum Clearance Level for Ranked Playlist increased from 20 to 30.
  • Reduction in HP after being revived from a DBNO state: PvP = 20 (down from 50), Terrorist Hunt = 15.
  • Holosight color is now determined by the base skin of the weapon it is equipped on.

Most notably, “resetting” (in which you intentionally shoot a near-death teammate into the DBNO state and revive them back to 50 health) is effectively going away. Instead of being revived back up to 50 health, you’re now revived to 20. With so much less health after a revive, resetting will almost never be worth the risk.

Despite its inherent ridiculousness as a mechanic, resetting has always been treated as a normal part of Siege’s meta. It was always treated as a sort of workaround to the fact that attackers have no reliable way to regain health. Finka can save a life in a pinch, but her healing is temporary. A proper medic on attack could help fill the hole left by resetting, but I’m not holding my breath.

Ubi has also fixed an issue with head alignment following the lean spam fixes coming to Burnt Horizon. “Previous camera placement at a full lean allowed players to fire without being completely exposed. As part of our fix to counteract lean spamming, we are shifting the camera to the center of the head instead of the far side of the head, even when at a ‘full lean,’” the post reads.

The devs are also using this patch to consolidate the file size of Siege from its whopping 81GB (!) to a more reasonable, yet unspecified size. Unfortunately, that also means the Burnt Horizon patch will be larger than usual. A whole grip of general bug fixes are also on the way. You can check out all of those here.

Dying Light - contact@rockpapershotgun.com (John Walker)

Of course the original editions of the Steam Charts focused on those maps used by the early pioneers of steam-based exploration, so this week we take a historical look back at the origins of your favourite game series. For just one week, put aside your modern electricity-based computing, and come on a journey through time.

(more…)

Tom Clancy's Rainbow Six® Siege X

Ubisoft's latest Rainbow Six Siege teaser reveals that the upcoming Danish operator, arriving in Season 2 of Year 4, will be an “expert in covert reconnaissance and stealth tactics"—and also suggests that a proximity alarm gadget will come to the shooter soon.

The image is taken from a trailer Ubisoft released last week, but this version is much higher quality, allowing players to zoom in and pick out small details. Towards the bottom left is a map of Denmark, over which is a post-it note hinting at stealth skills and the ability to "blend and adapt" to the environment. Could that mean some kind of cloaking device? We'll have to wait and see.

The info also appears on the attacking side of the board, which means the Danish operator is likely to be an attacker.

The other tease is at the far left of the image: it's a piece of blue paper that lists the game's gadgets, and on there is a "proximity alarm", with a red arrow pointing to it. No such item is in the game at the moment, but it's not hard to guess how it'd work. Place it down to watch your back and it'll tell you if an enemy gets near, is what I'd imagine.

For more details on Siege's upcoming Australian operators and their gadgets, click here.

Thanks, PCGamesN.

Tom Clancy's Rainbow Six® Siege X - UbiPasta


Rainbow Six goes to the land Down Under for Operation Burnt Horizon. Protection specialists with the SASR Mobility Platoon, Gridlock and Mozzie are assigned protection detail for a high-value convoy across sunburnt country. An unscheduled pit stop at a lonely petrol station turns into a standoff when their convoy is unexpectedly pinned down. Discover the new Outback service station map, where the red desert brings plenty of heat. Find more details in the full Patch Notes below, as well as many gameplay fixes implemented this Season.

2 NEW OPERATORS




GRIDLOCK

The Australian Special Air Service Regiment (SASR) Mobility Platoon recognized Gridlock’s leadership qualities and mechanical prowess right away. With an airplane mechanic father and raised on a cattle farm where something always needed fixing, Gridlock found her calling in repairing engines. She’s a get things done person, who doesn’t shy away from hard work. Her skills don’t end there. She has expertise in a range of weapons and close protection duties, and has the ability to adapt to unexpected situations. Thanks to her engineering expertise, she received the National Emergency Medal for saving firefighters during the Esperance bushfires. When the stakes are high, she’s calm and collected. Her dry wit and patience makes her about the only one able to handle her Aussie cohort, Mozzie.

UNIQUE ABILITY
GADGET: TRAX STINGERS

Working in the SASR’s Mobility Troop Gridlock devised the Trax Stingers. A variation of road spikes, they aren’t just about stopping vehicles. Trax's design is a portable version that when activated, deploys a hexagonal cluster of spikes. These Trax Stingers cover uneven ground better than a straight mat. Once deployed they can replicate and spread out over a large area. This feature, unique for an Attacker, enables them to use the Trax as an obstacle to reshape the map and control an area. Effects on the enemy include slowing them down and causing damage when stepped on. Trax Stingers will be destroyed when shot or dealt impact or thermal damage.




MOZZIE

Mozzie is a daredevil and fearless member of the Australian Special Air Service Regiment (SASR) Mobility Platoon. He excels in protection detail and reconnaissance operations, specializing in off-road driving and quick thinking. From an early age, he’s been racing bikes and building robots. Mozzie catches many people off-guard with his charm. He is clever and unconventional, and this can attract both the praise and wrath of his superiors. He and Gridlock have been friends and partners for many years. This partnership was put to the test when they were deployed together during the Esperance bushfires. Mozzie received the National Emergency Medal alongside Gridlock for saving firefighters during this operation.

UNIQUE ABILITY
GADGET: PEST LAUNCHER

Mozzie’s Launcher is like no other. Pests are tiny 4-legged bots that can be used to target a single drone, or deployed into an area to prevent access by a drone. When launched, the Pest latches onto the nearest enemy drone and obscures its camera. It then initiates an override sequence to hack the drone and give control to Mozzie. Counter-intelligence is enabled with no risk of a counter hack. Single-use only, Pests self-destruct by dissolving into thin air once their target is in Mozzie’s control.
Attackers are notified when their drones are nearing a deployed Pest. Once aware of the Pest, Attackers need to think carefully: should they risk giving their drone to Defenders, or retreat and lose potential intel?



NEW MAP: OUTBACK

Welcome to the Outback! This map kicks dust in your eyes in its homage to all the lonely service stations and motels along the forgotten highways that cross Australia’s desert. Fan favourites Oregon and Clubhouse were the inspiration when designing the 21st map of the game.

The map is divided into three distinct sections – the Garage, the Motel, and the Restaurant – with much effort put into ensuring each section is recognisable, even from a distance.

The focus returns to a style of gameplay that players have enjoyed in the past. There’s only one door between each of the sections but roamers can create new paths by destroying walls, and there’s always the option of changing floors as a flanking strategy. It’s a medium-sized map, so players won’t need to go far to find alternative routes. Packed with twists, turns, and Australiana, Outback is filled with unexpected corners and souvenirs from the Great Southern Land.

Explore this map in Australia’s Red Heart on our test server and submit your feedback on R6 Fix.




The Rainbow Six Siege team is releasing a new Newcomer playlist and offering updates to the Casual playlist.

First off, we are releasing a new multiplayer playlist for players under level 50, called the Newcomer playlist, to help them learn the basics of Rainbow Six Siege. They will play the Bomb mode of classic maps most representative of the game’s core gameplay, namely Chalet, Bank, and Consulate. Attackers will vote for a team spawn point while on the Defenders' side, the bomb sites will be automatically pre-selected by the game.

The Casual playlist will now improve the flow between the Newcomer and Ranked playlists. There are three key updates. First, the Defenders will know which bomb sites are selected before choosing their Operator. Second, the Attackers will now choose their individual spawn points. Third, the Action phase now lasts 3:30, allowing for an intermediary step between Newcomer and Ranked.

Finally, in order to stabilise the Ranked gameplay experience, the required minimum level has been raised to 30. This is meant to encourage beginners to take their time and learn the game before engaging in Ranked play.



HIBANA ELITE SET

We are sharing the teachings of the Japanese martial art Kyudo with this elite set. Operator Hibana knows better than most that learning a martial art takes a lifetime to master. Embodying precision and beauty, Elite Hibana proudly wears the Onkochishin uniform, along with the following: Victory animation, operator card, gadget skin for X-Kairos, and weapon skin for the Type-89, SUPERNOVA, P229 and BEARING-9. She’ll also have the Elite Hibana Chibi charm.

This set will be available with Operation Burnt Horizon.




BURNT HORIZON WEAPON SKINS

Operation Burnt Horizon features a series of iconic themes of the land Down Under. From traditional aesthetics to sand, sea and surf, these skins evoke the fun and wild atmosphere of Australia.

This seasons weapon skins include the scaly freshwater Crocodylus, dangerous Ocean’s Teeth and finally hit the surf with Board Cove.

Seasonal weapon skins are released upon season launch and can purchased during that season. Once unlocked, the seasonal weapon skins can be applied to all available weapons and will remain in the player’s inventory.


YEAR 4 SEASON PASS

We are thrilled to launch another year of Rainbow Six Siege content with our Year 4 Pass. Your continuous support is essential as it drives us forward, and ensures our longevity.

As a thank you gift to Year 3 Pass owners who renew their Pass for Year 4, we offer 600 additional R6 Credits. Follow the link below for a detailed list of everything included in Tom Clancy’s Rainbow Six® Siege Year 4 Season Pass.

Find the Contents of the Year 4 Season Pass here.

OPERATOR BALANCING

ASH
Removed ACOG from R4-C

LESION
Reducing Gu Mine damage per tick from 8 to 4

MAVERICK
Increase swap time between SURI Torch and weapons

DOKKAEBI
After 18 seconds, phone calls from Dokkaebi will hang up on their own
Being in range of Mute jammers will prevent Dokkaebi from calling you
Walking into range of Mute jammers will hang up phone calls during the call

CAPITAO
Increasing area of effect size
Reducing damage per tick from 19 to 12

CLASH
Removing Muzzle Brake on Machine Pistol

GENERAL TWEAKS & IMPROVEMENTS

GAME BALANCING

BREACHING CHARGES
Deployment animation is much faster
Damage on Attacker’s side is reduced from 150 to 50
Damage area of effect on Defender side is increased
Lethal damage area of effect on Defender side is reduced
We wanted to make the breach charge safer and more comfortable for the attackers to use.

CROUCH AND LEAN SPAM
We have identified a way to have a substantial impact on the viability of spamming crouch and lean commands. Currently, player animations allow players to snap from left to right lean, as well as crouching, without going through the full animation for that action. We will deploy a fix that prevents this from being exploitable in Y4S1.

We will continue to monitor the situation following the deployment of this fix, and take necessary steps should it not have the desired outcome.

PLAYER COMFORT

ADVANCED DEPLOYMENT
We will be testing a switch to Advanced Gadget Deployment for all players. We feel very strongly that Advanced Gadget Deployment is the proper way to play Rainbow Six Siege, as it allows for more control over your Operator, as well as increased fluidity.

As always, we will be monitoring feedback on the Test Server, so please let us know what you think about this feature!

GAME HEALTH

SHIELD OPERATOR ROTATION
When Shield Operators turn in place, there is a slight delay before the shield and upper body snap to align with the legs. This can cause a mismatch between first and third person perspectives. We are deploying a change that will make this left and right motion more fluid, and ensure that first and third person perspectives are aligned.

MMR ROLLBACK
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.

PLAYLIST CHANGES
NEWCOMER PLAYLIST MAP POOL
-Bank
-Consulate
-Chalet

RANKED PLAYLIST MAP POOL
-Bank
-Clubhouse
-Oregon
-Kafe
-Consulate
-Chalet
-Border
-Coastline
-Skyscraper
-Villa
-Hereford
-Theme Park
-Fortress
-Outback

CASUAL PLAYLIST
Ranked Playlist +
-House
-Plane
-Favela
-Kanal
-Yacht
-Tower

MAIN BUG FIXES

GAMEPLAY

Fixed – Bulletproof cameras can no longer be deployed underneath a Welcome Mat to make it impervious to bullets.
Fixed – Bulletproof camera is not destroyed if it is placed underneath electrified barbed wire.
Fixed – Drone destruction sound effects can be heard clearly through floors.
Fixed – Ambient sound is louder than intended.
Fixed – The swapping animation from a gun to a primary gadget can be skipped.
Fixed – ACOG on the M249 does not accurately show where bullets will land.
Fixed – Spamming the crouch button will lead to cases where the 1st person view is granted before the model is visible from another point of view.
Fixed – Frag grenades do not always destroy a barricade near it.
Fixed – Nitro cell damage was not reliable when placed on certain objects across all maps.


OPERATORS

SHIELD OPERATORS

Fixed – Guard break animation is not present in kill cam replays if the shield Operator is in motion.
Fixed – Shield Operators crouching and leaning clip through their shield and can be damaged through it.
Fixed – Legs of all shielded operators are clipping through the ballistic shield while in prone.
Fixed – Sometimes Guard Break is cancelled when a player shoots the shield and melee’s at the same time.
Fixed – The guard break animation displays incorrect behaviour when the shield Operator leans to the side.
Fixed – The kill cam does not show the meleed stance for shield Operators.

CAVEIRA
Fixed – Silent Step’s lowered stance is not replicated in first person.
Fixed – Attackers are immune to Luison's damage for a few seconds if Caveira cancels the interrogation and shoots that attacker.

NOMAD
Fixed – Audio cue for Airjab detonation does not always play properly.
Fixed – No sound when Nomad's Airjab becomes active.

FUZE
Fixed – When deploying in player’s blind spot, Cluster Charges will have a delayed explosion effect.

ECHO
Fixed – Yokai’s attack lowers FPS when the Operator is near the effect.
Fixed – When using advanced deployment, camera position returns to default for Yokai drones after following specific steps.

HIBANA
Fixed – The X-KAIROS pellets positioning is unreliable.

CAPITAO
Fixed – Capitao's asphyxiating bolts can go through Mira’s Black Mirror and kill Operators on the other side.

LEVEL DESIGN
BORDER

Fixed – Explosion sounds are muffled in 2F Security Room when listening from 2F Armory Lockers.

HEREFORD
Fixed – Spamming crouch allow a player to vault through the floor.

CONSULATE
Fixed – Drones can clip through a wall to provide an advantage to Attackers.

FORTRESS

Fixed – Players can use a ledge outside to get inside the courtyard.

THEME PARK
Fixed – The Defuser will remain stuck if dropped in the bush on the corner of the EXT Cafe Terrace with 2F Cafe.

GAME MODES


CASTER CAMERA
Fixed – Appearance for various objects while using the caster camera.

USER EXPERIENCE
Fixed – 2-0x0000C004 Session_Not_Found Error when accepting squad invite.
Fixed – Player receives friendly fire message when using Evil Eye to shoot another Evil Eye.
Fixed – Elite Mute - SMG-11 is missing Mute Elite’s Royal Fusiliers
Fixed – Missing promote/demote animation in the result screen at the end of Ranked matches.
Fixed – MMR points appear as if added from zero at the end of a Ranked match.
Tom Clancy's Rainbow Six® Siege X

For Rainbow Six Siege fans, Christmas comes every February at the Six Invitational. It’s the special time when Ubisoft takes the stage and gives a “State of the Siege Address” that sets the tone for the year to come.

This year, among many other great announcements, Ubi revealed that Siege’s Ranked mode would finally be coming out of beta in Season 2. The new and improved Ranked will receive the much loved pick/ban feature as well as an in-game stats hub. It was an exciting announcement that made a lot of people very happy, myself included. What they didn’t address are the biggest problems that still plague the mode: 

  • Inadequate punishment for abandoning a match
  • Uneven matchmaking that allows high-level players to stomp the less skilled (you know, me) 
  • MMR penalties that don’t account for abandons, griefers, or uneven matchmaking 

It’s hard to feel great about Siege’s revamped Ranked when it still has so many pitfalls that keep it from feeling competitive. If two teammates abandon the match, a loss is a loss. If your opponent brought their Diamond friend to a Copper-level match, a loss is a loss. Your rank decreases because of factors completely out of your control. The MMR hit for losing is way more than you get for winning, so you can only ever take one step forward and two steps back.

When the credits roll on most matches, it s commonplace to peruse the enemy s ranks and find at least one high-level player that shouldn t have been allowed in.

In about half of my Ranked matches, somebody leaves at some point. They can return if they were disconnected by lag or a crash, but that feature only works about half the time. In most cases, players are leaving because they don’t like how the match is going and they don’t fear the consequences of the abandon. Sure, you get locked out of joining another Ranked match for 30 minutes, but that doesn’t matter if you were closing the game anyway or just want to play Casual.

Matchmaking is hard to get right. Every game has its share of issues, but it’s frustrating to see templates for solutions in other games go unexplored in Siege for years. In Overwatch, an early abandon from a teammate triggers a window for a surrender to be called without anyone losing MMR. That feature alone, tweaked to Siege’s ecosystem, would improve the Ranked experience for everyone overnight.

Dota 2 has Low Priority Matchmaking, a temporary account status that automatically groups together players who often abandon matches or have several reports against their account. Players who make the game worse for everyone else are banished to their own matchmaking hell and everyone else has a smoother experience. Siege needs low priority matchmaking yesterday.

When the credits roll on most matches, it’s commonplace to peruse the enemy’s ranks and find at least one high-level player that shouldn’t have been allowed in. Unlike Siege’s cousin Counter-Strike: Global Offensive, you can squad up with a friend no matter their rank. It’s nice to know that I can always play with friends no matter what, but the lenient rule is constantly abused in a way that sabotages matches from the very beginning. Siege needs some sort of limiter for squadding up with mismatched skill levels.

Make no mistake, the changes that are coming to Ranked are amazing. Pick/ban is a welcome strategical addition to Siege and I’m glad there will finally be resources in the game to track stats. It’s a smart move for Ubisoft to recognize the Road to S.I. mode’s positive reception and feed it back into Ranked. But it’s disconcerting to see Ubi ready to take Ranked out of beta while other issues are still so prominent. It doesn’t instil confidence that they really see these things as big problems.

It’s possible that Ubi is working on the stuff mentioned above. Now that they’ve formed a dedicated team to look at the playlists and improve them, I’m sure they’ll be tackled at some point. But with the pace that Siege moves, we don’t know if that means next season or next year. I reached out to Ubisoft to clarify if they’re working these problems ahead of Ranked’s full release, but I haven’t heard back yet. If solutions to these problems aren’t coming soon, then Ranked isn’t ready to leave beta.  

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