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

If you’ve played more standard rounds of Rainbow Six Siege since self-isolating than your blood pressure can bear, there’s a new playlist on the block to change things up. Ubisoft have introduced Siege’s first Arcade mode and it’s got the feel of goofing about with cheats for 007 on the Nintendo 64 an eon ago. Golden Gun’s one shot kill mode will be available this weekend only in Siege’s new Arcade playlist.

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

Over the last week or so, game developers and publishers around the world have been announcing their action plans amidst the Covid-19 outbreak. Bungie have offered advice to other companies, Ubisoft said Rainbow Six Siege might miss a few patches, and many others have sent their employees home, dev kits in hand, to make sure production plods along, all the while doing their part to help stop the spread of the coronavirus.

These are just a few of the many things big developers are doing – one studio even sent their home-working employees care packages, complete with pastries and roll of toilet paper.

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Tom Clancy's Rainbow Six® Siege - Ubi_MyAnh

Over the course of the Void Edge Test Server we've made numerous updates and bug fixes.

APPROXIMATE Y5S1 PATCH SIZES
PC - Steam: 66 GB, Uplay: 69 GB
PS4 - SIEA: 41 GB, SIEE: 42 GB, RUS-UK: 38 GB, SIEJ: 38 GB
XB1 - WW: 43 GB, UK-RUS: 39 GB


Click the image above for the rest of the Y5S1 Operation Void Edge Season Patch Notes.

UPDATES
OBS
With the release of Y5S1, OBS is now compatible with Vulkan. This includes capture-mode.
LEARNING AREA
Situations and Tutorials can now be found in the new Learning Area section.
The Learning Area is a new section that groups all learning-focused content in one place for easier navigation and better accessibility. We’ve also added new Learning Tips for beginners in the Learning Area to help new players ease more quickly into the Rainbow Six Siege experience. These tips will rotate automatically but players can scroll through the tips themselves as well.

BALANCING
YING
  • Removed Frag Grenades, replaced with Claymore.
ELA
After the last buff to her Scorpion EVo3, we saw players primarily picking only the Scorpion and an overly large increase in her win-delta and pick-rate. We also observed Ela’s K/D and K/R ratios jump much higher than what we would like to see from a healthy balance change. While we still want to keep her Scorpion fun to play, our primary focus is to keep her balanced.
These changes are aimed at scaling back some of the changes made in Y4S4.3 and tweaking her EVo3 to be at a more appropriate power level closer to what we had in mind.

  • Reduced recoil now only applies to the first 11 bullets
  • Increased resettle time after burst firing
  • Faster uptime to increase vertical recoil
  • Slightly increased recoil + spread

BUG FIXES
  • FIXED – Clash Exploit.
  • FIXED – Various Iana/Oryx/Oregon Rework fixes to prepare for their release (see Test Server Patch Notes for details).

GAMEPLAY
  • FIXED – Melee SFX muffled while prone.
  • FIXED – Missing SFX when picking up a claymore while crouched.
  • FIXED – Some missing SFX when in observation mode.
  • FIXED – SFX of throwable gadgets can be muffled or missing if another SFX is played before.
  • FIXED – Various minor SFX issues when deploying gadgets.
  • FIXED – Missing drone sounds for other players in the match.
  • FIXED – Slug shotguns will destroy only the first layer of a destructible wooden wall.
  • FIXED – Missing debris on the floor when the player damages a barricade with a shotgun.
  • FIXED – Some weapons have inconsistent damage values between PvE and PvP.
  • FIXED – Rappel prompt is sometimes available from a long distance from the ledge.
  • FIXED – Gadgets sometimes not sticking when deployed on roof hatches during the prep phase.
  • FIXED – Operators unable to climb ladders when a deployable shield is placed at the top of the ladder.
  • FIXED – Planting the defuser on a breached wall can end the match and incur a loss.
  • FIXED – Inconsistencies with shrapnel from Operator gadget explosions.
  • FIXED - Barricades disappear when vaulting through them after they are only partially destroyed.
  • FIXED – Operator collision issues with indestructible walls.

OPERATORS
  • FIXED – Various Iana bug fixes.
  • FIXED – Various Oryx bug fixes.
  • FIXED – Various gun, Operator model clipping issues while performing various actions.
  • FIXED – Various issues with sight alignment and obstruction while/during ADS for some operators/guns.
  • FIXED – Various Operator model minor VFX issues when performing some actions or sequences of actions.
  • FIXED – Amaru can sometimes kill a defender after reeling in under certain circumstances.
  • FIXED – Ash's and Zofia's projectiles can damage operators without destroying the barricade if they are shot at the window's frame.
  • FIXED – Ash’s breaching round sometimes will not breach destructible walls if fired from an angle and close to a metal border.
  • FIXED – Blitz exposes himself (from the safety of his shield people) from 3rd person POV when using his shield.
  • FIXED – Caveira’s Luison damage text is incorrectly stated as 55 in the loadout menu (65 is the correct damage value).
  • FIXED – Dokkaebi’s Logic Bomb VFX not appearing for a Defender kicked from cams.
  • FIXED – Echo’s Yokai appears OOB while in support mode if thrown and the spectating player joins back into the game.
  • FIXED – Echo’s Yokai can do a full rotation when spectating after being attached to a surface.
  • FIXED – Echo's Yokai not visible and showing incorrect lights during replays.
  • FIXED - Fuze and Monty deploying their drones in advanced mode even if the option is set to standard.
  • FIXED – Glaz’s flip-sight has different FOV levels when standing vs proning and using the same sight.
  • FIXED – Glaz's fire rate is lower on PvE compared to PvP.
  • FIXED – AOE of Goyo Volcan flames is not propagating through a pre-barricaded door or large holes in walls.
  • FIXED – Goyo is not receiving any points for Volan detonating after he is dead.
  • FIXED – Goyo’s Volcan fire AOE sometimes displaced when his Volcan is destroyed by an explosive.
  • FIXED – Goyo’s Volcan shield can trigger and detonate if a Mira Black Mirror is deployed next to it.
  • FIXED – Using Jackal's Eyenox, older footprints are not visible for some players who reconnected.
  • FIXED – Jackal can sometimes still scan if he is at the edge of Mute’s Jammer AOE.
  • FIXED – Kali’s Lv-El can remain in the air after the barricade/wall is destroyed.
  • FIXED – Lesion's Gu Mines not deploying properly when thrown directly on holes in grating in Club House garage.
  • FIXED – Gu Mine HUD FX can get desynced with actual damage after canceling the removal of a Gu mine.
  • FIXED – Maverick can destroy hatches instantly using a specific set of actions.
  • FIXED – Nomad’s Airjab doesn’t detonate if placed at a 90-degree angle at the EXT Vehicle Customs window on Border.
  • FIXED – Nomad’s Airjab ejects 2 shells after use.
  • FIXED – The magazines of the ARX200 clips through the weapon's mag-well when reloading in first person POV.
  • FIXED – Valkyrie can deploy her gadget inside knife block map assets.
  • FIXED – Vigil receives a “Drone Deceived” bonus when forced out of his gadget by a Nomad Airjab.
  • FIXED – Wamai can’t pick up his Mag-Net if thrown between some map assets.
  • FIXED – Ying’s Candelas missing collision effect with other player models.
  • FIXED – Ying’s Candela can’t be destroyed when captured by Wamai’s Mag-Net.
  • FIXED – Studs on reinforced walls are not visibly destroyed after being broken by Zofia's or Maverick’s gadgets.

LEVEL DESIGN
  • FIXED – Various Oregon rework map tweaks and fixes.
  • FIXED – Various dynamic clipping/clipping issues on maps.
  • FIXED – Various LOS/pixel peek issues on maps.
  • FIXED – Various spawnkill exploits.
  • FIXED – Various LOD issues on maps.
  • FIXED – Some lighting issues on maps.
  • FIXED – Drones getting into places they should not be on various maps.
  • FIXED – Gadget deployment inconsistencies on various map objects.
  • FIXED – Floating gadgets after deployment on some map objects.
  • FIXED – Various map assets have floating issues after the surface that they are on is destroyed.
  • FIXED – Some map assets made of multiple parts that do not break all at once, the SFX is out of sync.
  • FIXED – Various minor issues and inconsistencies with map assets.
  • FIXED – Various collision issues with drones/Operators/gadgets across maps.
  • FIXED – Various prop projectile destruction fixes on maps.
  • FIXED – Some projectile gadgets will warp through specific props.
  • FIXED – Players can vault on top of a shelf in 1F workshop of Border.
  • FIXED - Players can reach the top of big rocks at EXT Cliffside woods of Chalet.
  • FIXED – Attackers can plant the defuser inside the hand truck at B Arsenal Room of Clubhouse.
  • FIXED – Bullets can penetrate the Pool table on Coastline.
  • FIXED – 1F Toilet wall can be reinforced from a safe position in the bathroom on Consulate.
  • FIXED – Metal skylight on Consulate rooftop is not blocking bullet penetration.
  • FIXED – Missing collision for gadgets with the desk bars at 2F Hallway of Consulate.
  • FIXED – Operators can throw gadgets outside during prep phase by destroying a hatch on Fortress.
  • FIXED – Defuser can fall through the metal container in B1 Kayak when planted on top of the ammo box in Kanal.
  • FIXED – Breaching charges placed on the floor of 2F Café of Theme Park destroy only one layer.
  • FIXED – Defuser can be dropped OOB behind the truck on EXT Fuel Pumps of Outback.
  • FIXED – Drones can scan enemy players without being seen through in 1F Nature Room in Outback.
  • FIXED – Players can rappel through iron railings on EXT Roof of Yacht.
  • FIXED – Operators receive damage through the foosball table if a nitro cell is placed on the other side of it.
  • FIXED – TV screens white noise effect still present even when damaged.

USER EXPERIENCE
  • FIXED – Various spectator mode + caster HUD updates and improvements with the update.
  • FIXED – Various Menu and HUB fixes.
  • FIXED – Various cosmetic updates and fixes.
  • FIXED – Purchasing items separately from a bundle does not mark the bundle as ‘Owned’ in the shop menu.
  • FIXED - Some character's models appear distorted/missing on the Player HUB while reconnecting to the internet.
  • FIXED – Guns sometimes appear on-screen when picking up gadgets.
  • FIXED - Several Ubisoft Club Rewards do not display notification after they are redeemed.
  • FIXED – Booster timer not updating properly in the Player Hub.
  • FIXED – Casters can see OOB on some areas of maps.
  • FIXED - Terrorist Hunt map preferences are not applied on Online matches.
  • FIXED – Players can get stuck in an infinite loading screen if a player stays in the skip cinematic screen.
  • FIXED – Switching weapons while flashed can sometimes cause visual distortions.
  • FIXED – Random + Recruit selection options are sometimes missing from the selection menu.
  • FIXED – Chat messages typed in too quick succession will not always send.

REMINDER
With the start of Y5S1, we're reworking how custom load-outs are saved in your player profile. If you log in at least once during Y5S1, we will be able to save and convert your custom loadout to the new load-out format. Players who don't log in at least once during Season 1 will find a default loadout upon logging in come Y5S2.
Tom Clancy's Rainbow Six® Siege - contact@rockpapershotgun.com (Alice O'Connor)

Two new doorkickers arrive in Rainbow Six Siege today with the start of Year 5 and Operation Void Edge. Iana can deploy a remote-controlled holographic duplicate of herself, while Oryx eschews fancy technology to just run around real fast to bowling over opponents and bashing through walls with his burly body. The update also brings a reworked version of the map Oregon, balance changes, and bug fixes. See some of all this in the trailer below.

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

This weekend you can breach walls without also blowing a hole in your wallet. Ubisoft’s multiplayer shooter Rainbow Six Siege is having a free-to-play weekend where you’ll be able to take a spin on all its maps and modes. Pre-loading has already started, so you can queue up a download right now if you’re looking to hop in on the free weekend starting Thursday.

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Tom Clancy's Rainbow Six® Siege - Ubi_MyAnh


What happens when an explosion goes off in Rainbow Six Siege? What factors go into calculating explosion damage? How does it all work?

Explosions play a major role in the gameplay of Rainbow Six Siege. They don’t just go boom - they open defenses, create pathways, provide intel and utility, and sometimes they help you get the W. In this Dev Blog we’ll be diving a bit into how explosions work, and how we want them to evolve.

THE ANATOMY OF AN EXPLOSION
Destruction in Rainbow Six Siege is unique, and explosions never happen the same way twice.

The damage and destruction that happens once an explosion goes off is calculated in a matter of milliseconds. Players will receive visual and audio cues, and take damage if they are caught in the blast. To make all this possible, our explosion engine must go through several steps.

THE BLAST RADIUS AND SHAPE OF THE EXPLOSION
Each type of explosion is defined by multiple data points, and this determines the shape of the explosion and the radius of its effects. Explosion shapes vary depending on the type of explosive - a frag grenade is radial while a claymore is oblong.

When an explosion occurs, the game takes the explosion shape and sends a query to our physics engine. Then, using the origin of detonation and the explosion shape, the query returns with a list of entities (operators and objects) present in the blast radius. This list is our list of potential entities to be affected by the explosion.

RAYCASTING TO DETERMINE WHO OR WHAT TAKES A HIT
With the list of potential entities from within the blast AOE, our physics engine executes raycasts. These raycasts are exploratory lines that travel outward from the epicenter towards any entities and their query points within in the blast radius.

Each entity has many individual query points that are used to determine whether or not damage is taken. Instead of targeting the bones in the model skeleton or setting an arbitrary single target point for an Operator, these query points let us better decide if an Operator should be vulnerable to blast damage while still optimizing performance and minimizing latency.

The raycasts target these query points based on specific parameters and create data points to later calculate damage output. For example, raycasts will target the closest points on an Operator’s physics capsule to the explosion origin as well as 4 points on their bounding volume (the shape that encompasses the Operator’s visuals), while raycasts will target query points of a wall using a different set of rules.

Before the damage is calculated, one more variable comes into play. Environment objects change elements of the blast shape and potentially save you from damage.

IT WAS THE METADATA THAT SAVED YOU
Once the raycasts have completed their journey towards entities affected by the blast, the returned data determines the outcome of the explosion. In Siege, there are objects that can block explosion damage. All objects contain metadata that define what it is, and how it interacts with other elements in the game. Certain objects contain metadata that block explosion damage, such as metal barricades, castle walls, deployable shields, etc.

If the raycast path collides with an object that has the metadata to block explosive damage before reaching the query points on an Operator in the blast radius, you are safe. If the raycast hits nothing, or objects without metadata to block the damage, you take damage. This also applies to gadgets with an AOE explosive effect, such as Thatcher’s EMP.

Finally, with all these data points, explosion damage is calculated and executed.

DETERMINING DAMAGE TAKEN
When calculating damage output, there is a drop-off in damage the further away you are from the epicenter of the blast. Different explosions have different damage curves, with the greatest damage output usually at the origin. Using the results of the raycasts, final damage output is determined by interpolating the damage curve with respect to your distance from the explosion.

DESTRUCTION VS DAMAGE
Explosions in Siege are executed by our destruction engine, Realblast. It is a procedurally generated destruction system that is core to upholding the unique and dynamic gameplay elements that you know and love in Siege. You can watch a GDC panel by Julien L’Heureux on Realblast here.

Explosions commonly have two effects - destruction and damage. Damage deals damage to players and destruction is what causes any environmental destruction. Each can have varying ranges and shapes depending on the explosion.

Currently in Siege, after the initial raycast exploration and queries are returned, we determine the range of the damage and destruction effects. If the raycast runs into a blocker, the damage range is limited to the realblast radius.

However, the current solution for explosive effects and ranges is not ideal as in some cases it can make the outcome of the explosion unrealistic. For example, under the current explosion system, a C4 out in the open is far more lethal than when used inside a building due the walls which can cap the damage radius.

SHRAPNEL CHANGES IN Y5S1
With Y5S1 we will be making some subtle but important improvements to explosions that will make explosion damage more realistic and transparent. We will be introducing a Shrapnel concept into explosions in Rainbow Six Siege. This means destructible objects will no longer limit the range of explosion damage, thereby addressing the problem of destruction vs damage range described above.

Shrapnel will allow explosion damage to be more realistic as damage that is applied to the player will be reduced based on the number of destructible objects the raycasts hit along the way. Explosions will also be more transparent as shrapnel holes will provide much more visual feedback on the direction from which the explosion damage originated.

TL;DR - SUMMARY
The art of destruction in Rainbow Six Siege is a one-of-kind experience that promotes realistic results and reactions. The addition of Shrapnel damage will be an improvement towards more realistic explosion effects and damage, as well as making feedback from explosions much more visual and transparent.

To learn more about Explosions and Shrapnel, check out the Logic Bomb Podcast’s exclusive first look and discussion on the changes:

Tom Clancy's Rainbow Six® Siege - Ubi_MyAnh


LESION
  • Removed initial tick damage from Gu Mines.
  • Gu Mine damage increased to 6 per tick (from 4).
  • Players in DBNO will not receive any damage from Gu Mines.
  • Removing the ability to see Gu Mines icons through obstacles.
  • Gu Mines icons are invisible beyond 8 meters.

Lesion has been performing very well for quite a few seasons now. As you all know, he combines solid gunplay, visual and audio intel gathering on top of the damage dealt by his Gu Mines. By removing the initial damage tick from his traps, we want to achieve two things. We are addressing the frustration stemming from dying due to an invisible device and offering attackers a window of opportunity to remove the shard. Lesion will still be able to slow down the enemy, and to gather audio intel. Players in DBNO state will continue to trigger Gu Mines, but won’t suffer from their effect. We are preventing frustrating combos such as Welcome Mats and Gu Mines to leave teams without a possibility to help downed Operators. As for visual information gathering, we have removed the possibility to see Gu Mines icons beyond 8 meters and through obstacles altogether. It means that only traps within direct line of sight will have their icons displayed. This change aims at reducing the amount of information granted to defenders by Lesion.


TWITCH
  • Increased recoil for F2 Assault rifle first 6 bullets.
  • Shock Drone initial ammo reduced to 3 (from 5).
  • Taser cooldown reduced to 1s (from2).
  • Additional Dart is added every 30s (up to 3 times).
  • Dart damage is reduced to 1 (from 10).

Our intention is to make players pick Emmanuelle for her ability, rather than her firepower. To achieve that, we have decided to increase the recoil of the first six shots fired from her F2 and to change the drone darts resource management. Twitch’s F2 will have an increased vertical and horizontal recoil and its bullet spread pattern will be more varied. Overall the weapon should be harder to control within reasonable limits. Her drone is a very useful asset to have when playing against a certain type of utility. However, we also realize that it becomes a second-grade drone as soon as its darts are depleted. It is big and cannot jump. The Twitch drone will now start with three darts and will replenish during the game , in the same way Yokai drones do it.


IQ
  • IQ’s gadget will now spot bombs for the whole team.
IQ was already able to spot the bombs when using her gadget, but it will now share that information with everyone in the team, just like when using a drone. This change was implemented to facilitate communication when using this Operator.


WARDEN
  • Removed Smart Glasses ability cooldown.
  • Smart Glasses can be used if there is more than 20% of the total resource available.
  • Smart Glasses can be stopped manually.
When fully depleted, the ability takes 10 seconds to be completely refilled. We are giving Warden the ability to deactivate and reactivate his glasses at any given moment, if his gauge is not entirely depleted. (It should now work like Vigil, Nøkk and Caveira’s abilities. That will provide him with more flexibility to react to attackers’ push. Warden is currently not quite where we would like him to be. Recent improvements to Ying and other Operators he can counter could potentially improve his presence.


CASTLE
  • Super Shorty shotgun replaces of M45 as a sidearm.
At the moment, Castle can only create two rotations, thanks to his impact grenades. We want him to be an accomplished architect. Starting with Y5S1 Miles will be able to use his Super Shorty to create more advanced and complex set-ups. We hope that this new sidearm will lead to reducing the amount of remodelling that usually falls onto Smoke and Mira’s shoulders.


WEAPONS
Vector.45
  • Increasing Vector.45 damage to 23 (from 21).
The SMG used by Goyo and Mira appeared quite clearly as underperforming. Goyo being the Operator suffering the most from the weapon poor performance. We have decided to give this weapon extra damage to try and bring it on par with other defenders’ primaries.

DMRs
  • Removed Compensator attachment from DMRs.
  • DMR calibre tweak.
Compensators had no impact on DMRs behaviour. This attachment was designed to improve the recoil of fully automatic weapons. As semi-automatics weapons could not benefit from this attachment in Siege, we removed a potentially misleading option. As such it is not really a balancing change but the removal of something that was detrimental to this class of weapon. DMRs have had the same calibre as assault rifles in Siege. With this update, they will now have increased destructive power. It will result in greater soft destruction and easier barricade destruction. Operators using DMRs will also now have the possibility to create holes easily to cut enemy rotation. The following Operators are affected by the calibre tweak:
  • Twitch and Lion – 417
  • Buck – CAMRS
  • Blackbeard – SR-25
  • Dokkaebi – Mk14 EBR
  • Maverick – AR-15.50


C9
  • Holo sight is now available for Frost’s C9.
The C9 is a somewhat decent weapon. There is however a strong suspicion that it might be underperforming as Frost often finishes off attackers in DBNO. Allowing players to equip the Holo sight is a first step towards offering more choice to players and looking into the actual performance of this weapon.


Frag Grenades
  • Dokkaebi: Replace Frag. Grenades with stun grenades.
At the moment, the amount of intel gathered by defenders is quite important in Siege. Frag grenades are a way to deny utility and to counterbalance the Defenders’ edge.

  • Maverick: Replace Stun Grenades with frag grenades.
Maverick is often picked to counter some bans (Thatcher or other Hard-breachers). By giving him frag grenades, we want to solidify his performance and would like his pick rate to be on par with Thermite or Hibana.

  • Nøkk: Replace Claymore with frag grenades.
Nøkk is a very potent attacker it terms of fragging ability, but when it comes to utility, what she brings to the table is quite limited. We would like her to contribute to neutralizing enemy devices.

  • Ying: Replace Claymore with frag. grenades.
Ying is very much comparable to Nøkk, as they both rely on selfish gadgets. Giving her frags is also a way for other to emphasize teamwork.
Feb 20, 2020
Tom Clancy's Rainbow Six® Siege - Ubi_WildWatermelon


Things are starting to change, and Operation Void Edge is sure to throw you for a loop. Two Operators, as different from each other as can be, join Harry’s roster and bring with them talents that stand at polar opposites. Iana is the brain and the technology, while Oryx knows the raw power that the human body can carry.

Many novelties are coming with this unique season, with a rework to the Oregon map and a very special Elite set. Take a look at the many gameplay changes as you scroll through these patch notes, and don’t miss out on the Year 5 Pass!

Operation Void Edge Patch Notes
Tom Clancy's Rainbow Six® Siege - contact@rockpapershotgun.com (Imogen Beckhelling)

The Rainbow Six Siege Invitational took place over the weekend, teasing loads of new content and changes coming up in the next two years. Year 5 will see six new operators make their way to the game, as well as reworks to four old maps, while Year 6 is bringing reworks across the board for maps and gameplay alike. We’re not completely in the dark with what these changes are going to consist of though, because during the Invitational stream they gave us a first look at new and improved Tachanka.

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

Rainbow Six Siege is all about mind games. Baiting out attackers, creating false lines of attack, making sure the bad guys step into your crosshairs before you wander into theirs. Operation Void Edge’s two new Operators hit the public test server tomorrow, and approach deceptive play with two radically different visions. One of them will trick you into seeing ghosts, and the other will have you doubting the structural integrity of every last wall.

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