The quarterfinal phase of the Rainbow Six Siege Major in Raleigh has kicked off today, the beginning of three more days of action between eight remaining teams.
Earlier in the week, 16 teams gathered in North Carolina to fight for the final spots in the tournament. Those left standing now battle for the biggest share of a $500,000 prize pool in Rainbow Six's first-ever US-based Major. Here's the schedule for the final stages of the Siege tournament:
10 AM EDT—Forze vs Vodafone Giants (Quarterfinal 1)1 PM EDT—Spacestation vs Team Secret (Quarterfinal 2)4 PM EDT—Team Empire vs FaZe Clan (Quarterfinal 3)7 PM EDT—G2 Esports vs Team SoloMid (Quarterfinal 4)10 PM EDT—Daily wrap-up
10:30 AM—Pre-show11 AM—Showmatch12:30 PM—Semifinal 13:30 PM—Semifinal 27 PM—Daily wrap-up
10:30—Pre-show11 AM—Showmatch1:30 PM—Rainbow Six Siege DLC reveal & esports panel2:30 PM—Grand Final7:30 PM—Closing Ceremony
One Latin American team remains in the bracket (FaZe), with five of the eight squads coming from Europe and two NA-based squads filling out the competition. The tournament winner will receive $200,000. Coming into play, Capitão, Mira, and Echo are among the operators banned most consistently by pro players.
All stages of the tournament will be broadcast on twitch.tv/rainbow6 through the weekend. On Sunday at 1:30 PM EDT, Ubisoft will present the next wave of operators coming to the game in the next season of Rainbow Six Siege. I'm at the event here in Raleigh all weekend and have a full breakdown of the new stuff on Sunday.
For more tournament scoring, brackets, and more information, head over to Ubisoft's esports page.
We know that Rainbow Six Siege's Year 4 Season 3 operators will be from Mexico and Peru, and a leak in June suggested their gadgets will be a grappling hook and a shield that drops fire when destroyed. A new leak this week, originating on 4Chan, supposedly shows what those two new operators look like: you can see one above, and the other below.
We have no confirmation that these are legit, but there a couple of reasons we think they probably are. First is that Kormora, a reliable Siege leaker, has said they're real images of the new operators.
The second comes from a teaser image of new operators Ubisoft put out in February: the image references "antiquities trafficking" (see below), which appears to be what's going on in the picture at the top of this post. And last, the style of the images matches previous concept art.
We don't yet know the release date for Season 3, but it's expected to be out later in the summer. We'll keep our ear to the ground for any new details about the operators.
Thanks, PCGamesN.
Nearly four years in, Rainbow Six Siege still doesn’t have a colorblind mode. Of the recurring requests I see on the Siege subreddit, none are more passionate than those from colorblind fans asking Ubisoft for help to enjoy their game. Colorblind players have been sharing their struggles since Siege’s launch in December 2015, but Ubisoft has been very slow to react.
This month, Ubisoft broke a year of silence on the topic with a response on the subreddit to a colorblind player who writes a new post every season hoping for accomodations. Ubi said that while there are no current plans for a colorblind mode, it’s something that the development team “wants to look into for the future.”
That would be encouraging, except it’s not the first time Ubi has made that promise. Over a year ago, community developer Craig Robinson wrote a similar message to a colorblind player, going as far to say that the developer was “working towards correcting it.” Considering the feature has now been downgraded to “want to do,” it looks like that work was never done.
According to the National Eye Institute, around 8 percent of males (that’s 1 in 12) and 0.5 percent of women of Northern European ancestry have a form of red-green color blindness, the most common type. As accessibility becomes more of a focus in game development, colorblind modes have become common across AAA games. Siege is one of the few multiplayer juggernauts that has zero accommodations whatsoever.
Siege would benefit from colorblind modes more than most games. It’s extremely visually demanding—players need to be able to identify and call out all 48 operators and spot hazards through the tightest angles. Color plays a huge role. Sometimes the enemy I’m shooting at is so miniscule that I only see them because of a subtle change in color through a bullet-sized hole in a wall.
An imperfect simulation of what Siege looks like with Tritanopia.
Now imagine that scenario, except you have Tritanopia, a rare form of color blindness that interprets the world in mostly shades of white, pink, and light blue. That’s the world that Ben Silverman, the author of the post that Ubi recently responded to, lives in. With over 1000 hours in Siege, he’s familiar with the various ways his Tritanopia puts him at a disadvantage.
He has trouble discerning the green reticle of Siege’s reflex sight from the sky and walls around him. The orange and blue lights of cameras and drones are also difficult to differentiate, making it harder to know if an enemy is watching him through them. The red laser tripwires of claymores often disappear in front of the pink-shaded walls around him.
Siege’s lacking accommodations have diminished Silverman’s urge to play over time. After a long wait, he’s not holding his breath for things to improve. “I've talked to them six times on the subreddit, 10-15 times on Twitter and even brought it to their attention face to face at [an esports event] last year,” Silverman told me over email.
Tuning colorblind modes can be tricky for a competitive shooter like Siege. In a singleplayer game like SimCity (video above), developers can shift the basic color language of the game with only the player in mind. In a PvP game, developers have to be careful to maintain balance for everyone. If it was discovered that turning on a color filter made it easier for non-colorblind players to see enemies from far away, it could be misused and throw off the balance. Though, almost every big multiplayer game has successful colorblind modes. “There are certainly ways to avoid [balancing issues],” Silverman said. He points to Overwatch, Fortnite, and (for the most part) PUBG as good examples. Sometimes that means changing the smaller things, like the color of blood in PUBG.
In the case of Overwatch, color filters helped colorblind players better differentiate heroes from the environment, but they had the side effect of making friendly blue outlines look similar to red enemy outlines. That was worse than no filter at all. Doing it right required more than just a filter. Blizzard’s solution was a 2018 update that gave players new tools to customize the individual colors of outlines and the HUD. Now, you can now try a variety of colors and pick what works best. “This is, honestly, the best update that has ever come to Overwatch for me,” said colorblind YouTuber AndrewJRT in a video after the new features released. “I’m just happy about it.”
The comparison between Overwatch and Siege isn’t perfect, but players aren’t asking for features that most other games don’t have. They mostly want the little things, like color options for HUD and weapon sights. More than anything, they’re asking Ubisoft to care.
In the reply to his Reddit post, Ubisoft told Silverman that it’s “not unaware” of the difficulties he faces. The developer wants to “make [Rainbow Six Siege] as comfortable and enjoyable for everyone as possible” and “respects” his persistence on the subject.
Silverman is appreciative of the encouragement, but wary that it’s just more lip service. On Siege’s regularly updated list of top issues and community concerns, colorblind modes aren’t mentioned at all.
As all Rainbow Six Siege players know, Sledge's sledgehammer is a powerful breaching tool. Its ability to punch perfectly rectangular holes in drywall is superhuman. So, it's not a surprise that one day he'd swing the hammer too hard and end up in an alternate Minecraft dimension.
This fun short posted by Reddit user n0lberg on the Siege subreddit has already garnered nearly 50 thousand upvotes. There's a lot that's impressive about the video, but the gadgetry is what sticks out most to me. Throwing out the drone and using the map as the observation tool is perfect.
n0lberg told me over DMs that they made the video all on their own, but did use a pre-built version of the House map in Minecraft and preexisting skins. Though, they did have to make "some custom textures" to pull it off. n0lberg also didn't use any mods. The rappelling effect was probably just careful use of the flying possible in creative mode, if I had to guess.
Since Minecraft is inherently a game with freeform breaching, I see so much more potential in this crossover. I want a complete Minecraft Siege mode that mods in breaching charges and operator gadgets. Make it happen, world.
Rainbow Six Siege's newest Technical Test Server is trying out some huge nerfs and buffs to operators that have caught a lot of attention in recent months. Most notably, hipfire for shield operators is now less accurate and shield melee isn't an instant kill.
The test server patch notes read like a laundry list of community complaints piled up since Phantom Sight's release last month. As always, nothing listed here is guaranteed to make it into the live game, though I anticipate much of it will.
Update: Ubisoft has posted its Phantom Sight Designer Notes that expands on the balancing changes listed here and has updated graphs showing the win and pick rates of every operator in the game.
Attackers
Defenders
There are some interesting takeaways from this data. New operators Warden and Nøkk are among the least picked and least successful operators in the game. Ubi is trying to make Nøkk more consistent with a gadget upgrade, but I'd argue her awkward weapon choice is the real deterrent. Despite boasting the worst position on the graph (second only to Tachanka), Warden isn't being touched in this update.
I imagine Warden's stats are due to his stun-stopping smart glasses being incredibly useful, but only in very specific circumstances. If you're not trying to counter a Glaz, Ying, or Blitz main, there's no good reason to bring Warden along. His primary SMG is one of the worst in the game and his slow speed makes it harder to use his shotgun effectively. If you don't know the glasses will be useful, you're just giving yourself a disadvantage.
You also can see just how much Glaz's scope rework plummeted his pick rate (it used to be well above the center line). Interestingly, his win rate didn't dramatically decrease, which points Glaz players still being effective when they did play him.
As for Jackal, it's interesting to see his pick and win rates rise throughout the season without any actual change to him. Ubi said its using a projection model to account for Jackal's theoretical rates had he not been banned so much this season.
Original story:
Shield operators like Montagne and Blitz have always felt a little busted, so it's encouraging to see Ubi testing ways to make them less frustrating to play as and against. Though, I'm not convinced the melee change goes far enough. Going into DBNO (down but not out) is usually a death sentence in Siege, so I don't see this making shield melee less frustrating.
Jackal's infamy has exploded in the past month. Since the introduction of operator bans in Ranked, he's had one of the highest ban rates among attackers. Is it because he's too powerful, or his scans are too annoying? Those are questions that Ubi is deliberating as it figures out balancing in a post-operator bans Siege.
For now, they're testing a pretty basic nerf to his footprint scans, which always felt a little too long. Enemies scanned by Jackal will be pinged a total of five times, down from six. If Jackal decides to use all of his pings on the same target, he can track them for a total of one minute, or one third of a Ranked round. That's still pretty powerful.
Echo has one of the highest ban rates among defenders. Some of that can be attributed to his popularity in Pro League, but it's also because nobody likes being dizzied by his Yokai drones for what feels like an eternity. This seems like a small change, but three fewer seconds with blurry vision and compromised hearing can make a big difference.
It's tough to nail down how Maverick's torch should be from certain distances, but almost everyone can agree that it's too quiet when Maverick is only a few meters away. Maverick will still excel at infiltrating remote areas of the map, but quick breaching an objective wall should sound more obvious now.
Nøkk's silent step and camera invisibility combo can be powerful, but it feels awkwardly short. It often expires right when I need it most, even at full charge. An extra two seconds will definitely help.
Following Glaz's recent rework that forces him to stay still to use his thermal scope, Ubi is walking back the intensity of the scope. Glaz can now move around more freely while still somewhat seeing through smoke, and it won't take as long for the vision to come back. Ideally, he still won't be as good as he was pre-rework while making him less frustrating.
This test patch also includes a good chunk of bug fixes and other smaller stuff, like an on-screen idle kick warning and further tweaks to reverse friendly fire that make trolling less fun. You can read the full patch notes here.