Tom Clancy's Rainbow Six® Siege X - Ubi_WildWatermelon


Shadow Legacy is coming out of the dark. Discover one of the biggest season Rainbow Six has ever seen with the introduction of Sam "Zero" Fisher and a ton of new update including the rework of Chalet and the map ban option.

View Patch Notes
Tom Clancy's Rainbow Six® Siege X - Ubi_Aspira


In this latest edition of Designer’s Notes, we'll go into more detail about the balancing changes that’ll come with the Shadow Legacy patch and give you an insight into the reasons behind these changes.

OPERATORS

MAVERICK

  • Increased number of Gas Canisters to 6 (from 5).

Population targeted by this change: Casual and Top Ranked.

Currently, Maverick needs 2.3 canisters to open a hatch with the Suri Torch.

The previous number of Gas Canisters left very little margin of error to open two hatches, even for pro players.

By increasing the number of Gas Canister at his disposal, we would like to give him a slight Presence bump in the Casual player spectrum.

This change will not allow Suri Torch experts to open more than two hatches, which was already the case in Y5S2. However, resource management should now be easier to handle for everyone.

IANA

  • The Gemini Replicator (Iana's hologram) is now able to use the Ping 2.0 system.

The hologram is a carbon copy of Iana and controls related to the Ping System are the same as well.

We hope that this change will reinforce the level of synergy and cooperation that Iana brings to the attacking team, we also hope that it will also rationalize and streamline her ability.

THATCHER

  • EMPs will now disable gadgets instead of destroying them.
  • Thatcher's EMP effect increased to 15s (from 10s when applicable).
  • Picking up a disabled gadget will remove the EMP effect.
  • The EMP effect will not affect gadgets within the Operator's inventory.

Population targeted by this change: Casual, Top Ranked and Pro League.

Too often, Thatcher's EMPs ended up destroying Defender gadgets by accident or without real intention to do so.

The following gadgets affected by Thatcher's EMP are now disabled for 15s instead of being destroyed prior to Y5S3:

  • Nitro Cell
  • Kapkan's Entry Denial Device
  • Jäger's Active Defense System
  • Lesion's Gu Mines¹
  • Ela's GRZMOT Mine
  • Mute's Signal Disruptor
  • Smoke's Remote Gas Grenade
  • Kaid's Rtila Electroclaw
  • Mozzie's Pest Launcher
  • Bandit's Shock Wire
  • Echo's Yokaï Drone²

Note¹: When affected by Thatcher's EMP, Gu Mines will now lose their cloaking ability, and won't be triggered nor destroyed when stepped on.

Note²: The Yokai Drone was already disabled by the EMP Grenade, however, the Sonic Burst Charge refilling was still happening. It is no longer the case in Shadow Legacy as the refilling will be suspended during 15s as well.

Bandit Tricking (and other similar techniques):

Now, a disabled battery can be picked up to remove the disabled state. However, this takes more time to perform than deploying a new battery after the first one had been destroyed.

Bandit tricking should remain very efficient against slower hard breachers like Hibana, Ace or the new Hard Breaching Charge.

EMP Effect and IQ's Electronics Detector:

In addition, we have updated IQs gadget feedback when she locates a disabled electronic device.

The white outline around the electronic gadget is still present but the pulse animation around the gadget is not displayed.

Thatcher mains will have to think a bit more and increase synergy with their teammates, before spending their ressources.

We are aware that this is a big change for Thatcher which should lead to more consistency around the EMP effect in Siege.

It may improve Defender performance as a consequence, but we'll monitor the impact of this change and react as we feel necessary.

WEAPONS

Almost our entire pool of weapons is going to be changed with the addition of new sights.

Given how important these changes are, a dedicated blog with additional detail and information will be made available soon.

GADGETS

HARD BREACH CHARGE

  • Adding a new Secondary Gadget: Hard Breach Charge

Operators affected:

  • Montagne instead of Stun Grenades.
  • Ying instead of Breach Charges.
  • Fuze instead of Smoke Grenades.
  • Finka instead of Breach Charges.
  • Amaru instead of Claymore.
  • Nokk instead of Breach Charges.
  • Capitao instead of Stun Grenades.
  • Lion instead of Claymore.

Population targeted by this change: Casual, Top Ranked and Pro League.

With the addition of the Hard Breach Charge, our goal is to provide the attacking team with more tools against their opponents.

Picking a hard-breacher is often a must for many bombsites. It reduces the flexibility of the attacking team's composition and increases pressure on the Operator tasked with opening reinforced walls and hatches.

The gadget will not perform as well as pure hard-breachers. It takes 3 seconds to deploy and 6 seconds to explode and the activation of the charge will be automatic.

The breach created will be too small for players to run their way through it and will require player to either crouch or vault their way in.

This new gadget could open a window of opportunity for Teams willing to adopt a more versatile approach and reduce the pressure on Hibana, Maverick, Ace and Thermite mains.

This is quite an important change, and results will be monitored closely. We would like to see if the presence of Operators listed above will increase as well.

WORLD

REINFORCED HATCHES

Multiple hard breach devices can be combined to destroy a reinforced hatch.
Population targeted by this change: Top Ranked and Pro League.

With Y5S3, we are introducing a change that will enable attackers to effectively destroy a reinforced hatch, combining different hard-breaching devices.

If an Operator does not fully open the hatch, another one will be able to finish the job and invest ressources proportionally to what was already done.

Before Y5S3, opening a reinforced hatch required one Exothermic Charge, or 4 X-Kairos, or 116 Breaching Torch impacts, or 2 Selmas.

Hatches were destroyed only when one of those conditions was met. When enough X-Kairos were destroyed to deny the destruction of the hatch, Maverick still needed to invest 2.3 canisters (or 116 Suri Torch impacts) to open it.

With the introduction of the new Hard Breach Charge, as we are having more and more hard breaching tools, we also felt that we needed be able to combine them.

Now, reinforced hatches will have a health-pool of one million points and each device will deal damage as follows:

  • 1 Exothermic Charge: 1M
  • 1 X-Kairo: 250k
  • 1 Breaching Torch impact: ~87k
  • 1 Selma: 500k
  • 1 Hard Breach Charge: 1M (3 or more Conical Shaped Charges have to be on top of the hatch)

With this change, you will be able to combine your resources more efficiently to reach the one million damage necessary to destroy the reinforcement.

We have not changed the way each device works by itself, we are just opening the door to more strategies and synergy.

---

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Tom Clancy's Splinter Cell® - contact@rockpapershotgun.com (Imogen Beckhelling)

It’s exciting enough when Rainbow Six Siege gets a new operator, let alone one that’s a well-loved sneaky boy from Splinter Cell. Ubisoft revealed last week that Sam Fisher would be making an appearance in the tactical team-based shoot ’em up, and last night they showed the gadgets and abilities he’ll be bringing with him to the game’s next update, Operation Shadow Legacy.

He’s not the only exciting thing on the way, though, because there are a bunch of reworks and changes coming to improve how you play Siege across the board.

(more…)

Tom Clancy's Rainbow Six® Siege X - Ubi_Dabbid


Updated: August 13th 2020

We will be updating the following list regularly to outline the status of certain issues that are currently pressing for our community. Please note that this list is not exhaustive, and should only be used as a reference to give a general idea of where our focus currently is.

TOP ISSUES

NEW SOUND PACKAGING SYSTEM

Description: Our priority on that front is to first repackage the way sounds are stored and connected to the game.

We currently have a limited ability to fix specific issues and this improvement should make it easier for us to work on the audio aspect of the game.

For more information on this topic, please refer to the Status Report blog.

Status: (Target: Y5S3)

INVERTED AUDIO

Description: Audio can sometimes be inverted leading to extremely confusing situations and feedback.

We are looking into a new way to gather information from instances where the issue appears.

We hope that it will provide us with more clarity and more reliable technical information to identify the issue and in turn, provide a solution.

Status: Ongoing

DDOS ON CONSOLES

Description: We are working on mitigation plans with our partners and we are continuously monitoring the situation. We’ll continue to share updates on the situation until the matter is solved.

Status: Ongoing

CHEATING & HACKING

Description: Season Y5S3 will continue to tackle the cheating issue, by including new tactics to our arsenal.

Our focus is to improve cheating detection, as well as strengthening our collaboration with BattlEye.

If you are curious to know more about our Anti-cheat strategy, please refer to the relevant blog.

We are also looking at reducing the frustration stemming from our current MMR Rollback system, for more information refer to our MMR blog post.

Status: Ongoing

TOP GAMEPLAY TOPICS

DRONES FAILING TO DETECT BOMBSITES

Description: After five years of investigation, incredible headaches and countless reproduction attempts: Ladies & Gentlemen, we got him.

Most of you have encountered this issue, where drones refused to spot a specific bombsite.

We identified the source of the issue being linked to another player spectating the drone at the same time, when that player moved on to another camera, so did the ability to detect bombs.

We are fairly confident that this issue is now behind us and should not happen any longer.

Status: (Target: Y5S3)

RUN-OUTS FEEDBACK

Description: The current timer system could potentially lead to inconsistencies, we addressed this issues in the update Y5S2.1.

Additionally, we would like to move away from the timer to replace it by a gauge system, which is more accurate visually speaking.

We are also looking at potentially tweaking the duration of time of an undetected run-out, but we are still debating the option.

Status: (Target: Y5S4)

CONSISTENCY ON GADGETS DESTROYING PROPS

Description: There are inconsistencies in how gadgets interact/destroy props on maps.

Similar to how we implemented consistency on how props break on projectile trajectory in Y4S4, we are working on a system for deployable gadgets’ interaction with these props.

Status: (Target: Y5S3)

ADS SENSITIVITY PER ZOOM LEVEL

Description: We are adding the possibility to set a specific ADS sensitivity for each zoom level of our sights and scopes.

Status: (Target: Y5S3)

IMPROVED FLASH DETECTION/CONSISTENCY

Description: The rework intends to make flash detection more reliable. Enemies are often not affected by flashes due to objects and obstacles. We want to simulate the light ricochet with the environment, to guarantee the effectiveness of flashbangs & other similar gadgets.

Status: (Target: Y5S4)

VAULT DETECTION CODE

Description: We are currently looking at improving the vault detection code to make the action easier to perform and to be more reliable

Status: (Target: Y5S3)

TOP COMMUNITY TOPICS

MATCH CANCELLATION

Description: To address frustrations where players are placed into a game with incomplete teams on either side, we deployed the Match Cancellation feature.

We are currently working on an improved version of the Match Cancellation feature, taking your feedback into account.

Status: (Target: Y5S4)

IMPROVED NOTIFICATION AND FEEDBACK FOR DEACTIVATED OPERATORS

Description: Improved in-game notifications and feedback for when an Operator has been deactivated.

Status: (Target: Y5S3) There have been times when we have had to deactivate an Operator in-game to better the play experience when exploits arise. We are working on better feedback to our players when such an occasion arises.

DEFUSER PLANTING DETECTION IMPROVEMENTS

Description: Interactions with the defuser could often lead to some issues, in Y5S4 we’ll address the following ones:

Defuser plant prompt is sometimes missing when the player is on site Defusers can be planted outside of the site when the players sits on the edge of the area. Players could drop the defuser when attempting to plant.

Status: (Target: Y5S4)

DEFUSER RETRIEVAL IMPROVEMENTS

Description: It is possible to drop the defuser in locations where it cannot be picked up again by running over it. Often outside of the map. Cracks, gaps between objects, holes, etc.

To fix this, we created a 'Pickup Defuser' interaction which works at a distance. Works just like picking up any other gadget.

Status:(Target: Y5S3.3)

NOTIFICATION SYSTEM

Description: We are looking at making back end improvements to ensure that the information displayed is always relevant. It should reduce the number of older & irrelevant notifications showing up after an update.

We are also looking at streamlining our pop-up system to increase the in-game visibility of certain changes, we'll share updates on that specific topic in the future.

Status: (Target Y5S3)
Tom Clancy's Splinter Cell® - contact@rockpapershotgun.com (Natalie Clayton)

Three green eyes lurk in the shadows of Rainbow Six Siege, which means it’s time for Tom Clancy stealth buff Sam Fisher to join the wargames. It might be five years since he last headlined his own game, but the Splinter Cell star will join Team Rainbow in Operation: Shadow Legacy. Expect more intel on the ageing sneaker’s career change alongside the update’s full reveal this Sunday.

(more…)

Tom Clancy's Rainbow Six® Siege X - paul
NEW IN-GAME EVENT: M.U.T.E. PROTOCOL

The future may or may not be here, but one thing’s for certain: technology is changing. Mute has taken control of the Comm Tower, but dissenting forces are itching to take it back. In this all-new game, it’s robot against robot! Can you secure victory with gameplay modifiers thrown in the mix?

From now until August 24th, reinvent yourself with the M.U.T.E. Protocol!

PLAYABLE OPERATORS

For this event, most Operators will be available to play, with a few exceptions for gameplay reasons that deal with drones and cameras. We’ll explain in a moment but know that for the playable characters with customization exclusive to this event, their robotic appearances will be automatically equipped.

RULES OF THE EVENT

Whether or not you’re used to playing Secure Area, you’ll probably find this game mode quite unique. For starters, Attackers will have to secure not one, but two areas. Divide or unite your tactics accordingly, because Defenders will have to protect twice as many objectives!

However, the special thing about this event is the Operators’ use of technology. On the attacking side, you’ll be able to switch between Operator and Drone forms by entering and exiting Observation Tools. This means that while you’re controlling your drone, your Operator is nowhere to be seen. Then, when you switch back, your Operator will be where your drone was. You cannot control your teammates’ drones, but if you’re eliminated in Drone form, you’ll respawn in Operator form.

On the defending side, you can use indestructible cameras to travel digitally. Opening Observation Tools will make your Operator enter the network and exiting them will make the Operator appear in front of the last controlled camera. Navigate those electronic pathways, and victory could be yours!

THE COLLECTION

The M.U.T.E. Protocol event comes with its own Collection of 26 items, featuring exclusive customization for Jackal, Lion, Ying, Kapkan, Mira, Mute, Oryx and Vigil. These high-tech stylings are the same you’ll find in-game by picking these Operators to play the Event. Inside the packs, you’ll also find some signature items, including the event’s signature weapon skin, exclusive to this Collection.

You can earn M.U.T.E Protocol packs through a special Event Challenge. You can also purchase packs for 300 R6 Credits or 12500 Renown each in the Packs section of the Home screen.

We have been listening to the community’s requests, so each Operator’s exclusive, time-limited customization items are also available for purchase as Bundles in the Shop section for 1680 R6 Credits each. Year Pass owners can purchase bundles and packs for a 10% rebate.

The M.U.T.E. Protocol event ends on August 24th @ 7 AM PST. For more information about the event, follow us on Twitter.
Aug 4, 2020
Tom Clancy's Rainbow Six® Siege X - Ubi_MyAnh


MATCHMAKING
In the past, we have released a post touching on how the MMR system works. We are updating it to properly reflect the current system in Rainbow Six Siege.

HOW DOES IT WORK ?

SKILL

Your skill represents your ability to win a game. Comparing two teams' skill gives you the probability that one team will win against the other. The higher the difference, the more likely a given team is going to win. When two teams with the same skill levels are matched up with each other, they both have an equal shot at winning. The algorithm used in Rainbow Six Siege assigns two values to each player: an estimation of their skill (μ) and the uncertainty of this estimation (σ). The players’ skills are distributed along a Bell curve, centered around 25 (High Silver – Low Gold).

UNCERTAINTY

The estimation of your skill is probabilistic. In general, the more games you play, the more information we have about you, and the more confident we are about this estimation. This confidence is represented by the uncertainty value sigma (σ). The lower the uncertainty, the higher the confidence.

LINK BETWEEN SKILL AND MMR

Early on in the game’s first year, your rank was partially also determined by your engagement with the game. This led to confusion as the play experiences of players of different ranks would vary greatly.This has not been the case since Year 1 Season 4 and presently, your MMR only takes into account your skill (MMR = 100*μ). This also means that your clearance level has no impact on your MMR.

MMR UPDATE

The MMR is updated solely on the outcome of your match. If this outcome is unexpected (for example, you lost against players with a lower skill than your team), the skill updates will be more substantial, and vice-versa. In addition to that, the more confident we are about your skill (i.e., if your σ is low), the smaller the updates will be.

Let’s take a simple example with only two players: Hibana vs Pulse. The values in this example do not reflect the actual updates that would happen with our system but it should give you an understanding of the situation. Hibana is a Gold player (μ ≈ 29), and has been playing at that level for quite some time. Hibana’s rank has a low uncertainty value attached to it, so σ ≈ 3. Hibana faces Pulse (a Copper ranked player, but he has a lot of heart), and loses. Due to the low uncertainty value, it is likely that Hibana just had a bad game, so her skill level would decrease, resulting in μ ≈ 28. This is due to the system taking into account the rank of the enemy you have lost to. If Hibana lost to someone that was Gold, the adjustment would be closer to μ ≈ 28.5. Losing to a Diamond would have resulted in a change to μ ≈ 28.9.

That being said, Pulse is still relatively new to the game, and our system is attempting to determine where he should be placed (μ ≈ 17 and σ ≈ 6). By Tachanka’s grace, Pulse won the match, so we would increase his skill level to 20. His victory against Hibana has helped us to determine that he may be a better player, so his uncertainly has dropped a small amount (σ ≈ 5.5). The large increase in skill level rating for is a result of Pulse being a fairly unknown player, and our confidence in Hibana’s placement.

UNIFIED MMR
In order to prevent matchmaking abuses while switching regions, we’ve changed our Matchmaking Rating system in Y5S2 to unified MMRs for each playlist. This means that you will not have different MMRs depending on the region you play in. However, your matchmaking ranking will remain separate in different playlists.

QUICK MATCH PLAYLIST
(formerly Casual)



This is the standard multiplayer playlist offering a fair environment for beginner and intermediate skill levels to play in.

Quick Matches are available for all players, do not affect the players’ ranking in Ranked and offer 3 game modes: Bomb, hostage and Secure Area.

Quick Matches and Unranked Matches use the same MMR. Therefore, winning/losing in one will affect your MMR in the other playlist as well.

However, MMR used in Quick Match is not linked to the MMR used in Ranked. Therefore players that mainly play Ranked, and rarely enter Quick Match have an MMR in QM that does not reflect their real ability. We think that that may be one of the reasons why QM is considered unbalanced. Unless they enter from time to time to update their QM MMR they will currently have this issue.

In the past we’ve tested several methods with the goal to provide all Quick Match players with a best possible matchmaking experience. Since Y2S3 the Quick Match matchmaking pairs players based on an independent and hidden Quick Match / Unranked Matchmaking Rating (MMR). This Quick Match / Unranked MMR is based on the same system described above, taking into account your performance in both, Quick Matches and Unranked. It is not tied to your Ranked MMR at all, nor visible to you or other players.

New players are provided with a base line MMR, which is more on par with where a beginner should be. A lower starting point for beginners means that they will be able to increase their MMR in a pool of players with a comparable skill level. This lower MMR rating will be erased over time as they win more matches, eventually placing them where they truly belong based on their skill level.

UNRANKED PLAYLIST



The leap from Quick Match to Ranked can be overwhelming due to the stark difference between competitive and casual players in terms of mentality, playstyle, and even personal comfort level. This gap was the driving motivation behind the creation of the Unranked playlist, which was implemented in Y4S3.

Unranked is a multiplayer playlist, available for all players with a Clearance Level above 10. It follows the Ranked ruleset, but has no Rank restrictions (which will be detailed further in this article) and doesn’t affect a player’s Rank or Ranked MMR. Unranked shares the same hidden MMR, which is used for Quick Match matchmaking as well and pairs players based on the same system. So whether you’re into competitive gameplay but would rather do without the pressure of a ranking system, or you want to get familiar with Pick & Ban and other associated features before heading into Ranked, this is the playlist for you.

Its advantage over Ranked is that you don’t need to meet the MMR Restriction as you do in Ranked. This, along with the lower CL compared to Ranked allows you to join a squad that do not meet the requirements for Ranked but still play with competitive rules.

Keep in mind, however, that Ranked policies also apply to this playlist, and any sanctions you incur in it will also apply to the Ranked playlist.

RANKED PLAYLIST


*The distribution above may vary depending on the Season.

Ranked is the competitive multiplayer playlist, which becomes available to players upon reaching level 50. Next to a smaller map pool and bomb being the only game mode available, this playlist features a ban phase, allowing both teams to choose and ban an Attacker and Defender.

Ranked features 23 skill ranks. These ranks are based on a players Matchmaking Ranking (MMR) which is derived from numerical scores generated by the TrueSkill algorithm as described at the beginning of the article. A player's skill rank is first obtained after successfully completing 10 ranked placement matches.

WHICH ELEMENTS CAN AFFECT RANKING?

MMR changes are based on:
  • The relative skill levels of the players/teams in the game.
  • Whether or not the player won the match.
  • Large skill difference between teams has a dramatic outcome based on who won the match as per the previous Hibana/Pulse example.
  • Prematurely exiting a ranked match always counts as a loss toward skill ranks, even if their team won
  • Abandoning a match or inactivity are all included.
  • Connection issues do count as a loss but not as a win if their team won.
  • When internet connection is lost then restored, the player is given an option to re-join the match instead of taking the penalty.

PERSONAL PERFORMANCE

Your personal performance as your score or your kill/death ratio does not impact the number of points you get.

If you get 15 kills per game but lose all of them, then your ability to win a game is very low, hence you should be ranked very low too. Conversely, a player that does not land kills, but still wins often, should be ranked quite high (maybe they make excellent callouts, which is an important factor in a team’s ability to win). The idea is that if you play well, and are an asset to your team, you will naturally win more matches in the long run. This positive influence on winning matches is what we measure.

GAINING/LOSING DIFFERENT AMOUNT OF POINTS AMONG A TEAM

If you both have the same skill, the update will depend on how confident our system is regarding where you are placed. Let’s say that you are both Gold IV but your friend has played a lot more games than you (they have a low uncertainty), you will gain/lose more points than they will.

SQUAD MMR RESTRICTION

In Y4S3 we’ve implemented a limit to the MMR gap between party members. There cannot be a bigger gap than 1000 MMR between the players with highest and lowest MMR in the squad in order to play Ranked. Players can check their squad members' MMR in the Side Panel Profile. For players above 4400 MMR (Diamonds), you are able to group with any player above 3400 MMR (Platinum). Players below 1200 MMR can group with players below 2200 MMR. This was partially done to reduce the impact of boosting, but, of course, to also encourage a more balanced matchmaking environment.

CHAMPIONS RANK

Once a player reaches 5000 MMR, and has completed a minimum of 100 matches, they’ll enter the Champions rank. While it mostly functions like other ranks, it has something that ups the ante: individual rank numbers. The top 9999 players with the highest MMR within the Champions rank will have their standing displayed on their rank, which means that whichever players have the highest MMR in the game will be recognized as the #1 Champions.

This doesn’t mean, however, that Champions who aren’t currently in the top 9999 will be taken down to Diamond. As long as you remain above 5000 MMR and have more than 100 completed matches, you are a Champion.

SOFT MMR RESET

At the beginning of every new Season we perform a so-called Soft MMR Reset. This means we are resetting the ranked MMR of all players between the “middle” (2500 MMR) and their rank from the previous Season, with extremes above 3500 and below 1500 clamped to those respective values. This also applies to placement matches.

Before Y4S2, we reset all players to a 2500 MMR at the beginning of the new Season. We changed this in order to improve the matchmaking experience at the beginning of a Season. This change leads to players reaching their “true skill” faster; players that should be Diamond will reach Diamond faster. We understand that some players, particularly those at the extreme high end of Diamond, would like more of a “grind” implemented for attaining the higher ranks. We have heard these concerns and are working on how to provide that type of experience for those who want it in the future.

SEASONAL CHARMS

At the end of every season, players receive a charm based on the highest rank they’ve managed to achieve during that season. For example, if you reached the Diamond rank but finished the Season with a Gold rank, you will receive the Diamond charm. Please note that if your MMR has been reset due to drastic MMR changes, you will not receive the seasonal ranked charm for your highest rank prior to the reset.

MMR ROLLBACK

WHAT IS THIS FEATURE?

This feature’s goal is to help reduce the long-term impact cheaters may have on other players’ seasonal rankings.

When a cheater is sanctioned, the feature will roll back any rating gains and losses for all players from matches that the banned player took part in for that season. This cancels all games that the Cheater played for all parties.

Please note that you cannot go beyond your maximum MMR for the current season as a result of a roll back.

More information on the MMR Rollback feature can be found in this article.

IMPACT ON BOOSTED PLAYERS

Part of the reason we are doing this is also to push back against boosting services or players that use cheats to boost accounts or exploit the integrity of our ranked system in other ways. After those cheaters are banned the boosted accounts would receive drastic MMR changes through the MMR Rollback, which is a sign of massive irregularity and a red flag in our system. This is why we started resetting MMR for players with drastic MMR changes since Y4S3.3.

This means that instead of undergoing a significant change in MMR, players will have to redo their placement matches to get back appropriately on the ladder. Players who have their MMR reset will also not receive the seasonal ranked charm for their highest rank prior to the reset.

ROLLBACK 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.

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 are resetting the MMR from matches that player participated in from the entire Season.

MMR ROLLBACK ADJUSTMENT

We have noticed that the system itself induced quite a lot of frustration for our most dedicated players.

Therefore, we have decided to tweak the system at some point during Y5S3 and to expand the highest seasonal MMR value up to a fixed number of points. This means that you should still receive meaningful adjustments even if you are at the highest MMR value of your Season. This should lead to a significant reduction of neutral MMR adjustments (receiving 0 points).

If we define the additional fixed number of points you can earn above your maximum MMR value to 10 (disclaimer: it’s not). And if 3000 is your current and highest MMR ranking this season, any positive adjustment will still increase your MMR value beyond 3000 and up to a maximum 3010 MMR points.

We will monitor closely the impact of this change on the MMR economy and adjust the fixed number of MMR points (10 in the example above) based on your feedback and on our data.

An update will be shared as soon as we have a more definitive date to announce.

GOING FORWARD

We want to let you know that we have heard some frustrations around the current MMR Rollback feature. We understand that losing MMR due to winning against cheaters or not gaining more MMR than your seasonal peak can lead to some frustrations for players. We are currently planning to revisit the MMR Rollback feature to explore if we can reduce these frustrations for our players in the future while still effectively cancelling out any effect cheaters have on matches.

Furthermore, the Matchmaking Ranking system as a whole is quite a complex system. We know that it can cause frustration amongst our players, when they feel like the matches are unbalanced and not fair for them. It is difficult to find the sweet spot between short queue times and balanced matches on all playlists and we always work on improving our system and its functionalities to give you all the best possible matchmaking experience.

Your feedback is – and always has been very important to us. Therefore, we want to encourage you once more to share your feedback on the Matchmaking Rating system and the MMR Rollback feature, and what kind of improvements you’d like to see.

We are looking forward to reading your thoughts on Twitter, Reddit and on our official forums.
Tom Clancy's Rainbow Six® Siege X - contact@rockpapershotgun.com (Imogen Beckhelling)

Rainbow Six Siege

is getting in on some 80s sci-fi action with its new limited time event, M.U.T.E. Protocol, kicking off today. Ubisoft’s tactical FPS has cyberpunked-up one of its Secure Area game mode maps, dropping players in as all manner of funky neon robots to attack or defend a Comm Tower. It’s not just cosmetic, though, as players will be able to use special futuristic powers to warp themselves through their tech, too.

(more…)

Jul 28, 2020
Tom Clancy's Rainbow Six® Siege X - Ubi_Aspira


Y5S2.3 will release the week of July 27th for PC.

UPDATES

IN-GAME NOTIFICATIONS
Some updates to the notifications system to help make future popups less spammy.

APAC 2SV
After August 11, 2020, 2-Step Verification will be mandatory for ranked on PC in APAC. If you have not activated 2SV prior to this date you will be locked out of the Ranked queue until 2SV is activated on your account.

Go activate 2SV under the account management section at https://account.ubisoft.com/!

GAMEPLAY UPDATES
For more information on balancing changes, see our Designer's Notes.

BALANCING

GRIDLOCK

If you've ever stepped on a Lego...this hurts worse.

By making her gadget a bit more enjoyable to use, we're looking to make Gridlock players' lives a bit easier.

  • Lowered Gridlock's Caltrop deployment time to 9s (down from 13s).
  • Lowered the individual Caltrops deployment time to 0.45s (down from 0.7s).
  • Lowered the range of random deploy variation to 0.05s (down from 0.1s).
  • Added a delay of 0.45s before the deployment sequence starts (previously no delay).

ORYX

The Rainbow 🐐 has goat to dash.

We want to let Oryx make more use of his dash, and added mobility and durability will hopefully make him a bit more fun to play.

  • Using his dash through a soft wall will not deplete all the dash charges.
  • Increased Dash refresh time to 12s (up from 8s).
  • Dash recovery time for all dashes is now 0.5s. (Previous recovery times: soft wall = 1s, enemy = 0.7s).

FUZE

Hide the hostages! Giving Fuze a bit more presence and utility with an additional charge.

  • Increased the number of cluster charges to 4 (up from 3)

GAMEPLAY

PUSHBACK MECHANICS

To maintain consistency with softwall interactions, we're giving enemies that are pushed through walls the same feedback as when Oryx dashes through them.

When pushed through a wall by Nomad's airjabs or Oryx's dash, players will receive the same feedback and rtake the same damage (5 hp) as when Oryx dashes through a soft wall.

BUG FIXES
  • FIXED – Missing anchoring decals from Ace's SELMA.
  • FIXED – Ace's SELMA can get stuck when thrown in a certain way at some beams, becoming unrecoverable.
  • FIXED – While grappling through a window or hatch, Amaru can aim faster with her LMG if she times her sprint and ADS buttons just prior to landing.
  • FIXED – IQ's gadget will not display the outline and distance of Melusi's Banshees.
  • FIXED – Zofia's concussion grenades are impacted by external explosions and can bounce away from the target location.
  • FIXED – Flattening the doorframes and windows on all maps.
  • FIXED – Floating and indestructible wooden squares after destroying some walls on Yacht.
  • FIXED – Gunshot sounds are muffled when shooting from inside 1F Technical Seating of Plane.
  • FIXED – Various menu/UI fixes.
  • FIXED – Various cosmetics fixes.
  • FIXED – Various Lighting issues on maps.
  • FIXED – Various shop visual and cosmetic fixes.
  • FIXED – (PvE) Interaction between Ace's gadget and AI.
Tom Clancy's Rainbow Six® Siege X - Ubi_MyAnh


In this latest edition of Designer’s Notes, we'll go into more detail about the balancing changes that’ll come with the 2.3 patch and give you an insight into the reasons behind these changes. We'll also take a look back at the previous changes detailed in the Y5S2 Designer's Notes and the impact they had on several of the operators.

BALANCING MATRIX AND TOP OPERATOR BANS
WIN DELTA VS. PRESENCE




Please note that we are using presence to gauge the popularity of an operator. This notion had to be introduced to reflect the implementation of the pick & ban.

Presence definition: pick rate of an Operator when not banned. Win Delta: The Win Delta is aggregated from Operator’s Win Deltas per Bomb Site.


OPERATOR BAN RATE




OPERATOR BALANCING
FUZE
  • Increased total number of Cluster Charges to 4 (from 3).
Population targeted by this change: Casual and Top Ranked.

We are investigating several ways to look into increasing Fuze's presence and usefulness. After looking into his overall performance, we noticed that the number of uses of his charges is fairly low. (Below 2 charges per round on average).

We suppose that Fuze mains are trying to optimize their charges and may sometimes be reluctant to deploy them. By increasing the number of Cluster Charges, we would like players to use those resources more aggressively.

Fuze can be quite efficient at destroying bulletproof gadgets deployed on Bomb Sites, given the number of pellets in each charge, he is often able to effectively destroy Defender gadgets, even with the presence of Wamai or Jäger.

GRIDLOCK
  • Increased general Trax Stingers deployment speed (from 13s to 9s).
  • Decreased individual Caltrops deployment time (from 0.7s to 0.45s).
  • Added small delay before Trax Stingers start deploying. (from 0s to 0.45s).
Population targeted by this change: Casual and Top Ranked.

By increasing the deployment speed of Gridlock's gadget, we hope to make this gadget a bit more comfortable to use. We do not expect this change to have a significant impact on her Presence or Win Delta.

We were initially thinking about making the deployment even faster. The feedback we gathered pushed us to find a more reasonable middle ground, as it could become quite hard for Defenders to effectively counter the gadget deployment.

We are going to monitor the effect of this change and see if it influences her overall playstyle.

ORYX
  • Using the Remah Dash through a soft wall does not deplete dashing charges.
  • Increased Dash charge refill to 12s (from 8s).
  • Unified recovery time after dashing set to 0.5s (from 1s after dashing through soft walls and 0.7s after colliding with an enemy).
Population targeted by this change: Casual and Top Ranked.

Oryx's Presence is lower than expected. Our goal is to increase his mobility to make him more popular and fun to play, while increasing his survivability.

Our goal is to make Oryx a better Roamer and we are exploring ways to make his ability more efficient in that regard.

Unifying the Remah Dash recovery times should also help understanding and streamline the ability.

BALANCING RETROSPECTIVE
The changes detailed in the Y5S2 Designer's Notes had some significant impact on several of the Operators.

Thanks to our data analysts, we are now able to share this information, as well as some of the key learnings from the Y5S2 patch.

Some statistics may have evolved following the Y5S2.1 patch, but this should still provide an overview of the impact of the previous changes.

AMARU
This Season's changes brought to Amaru have led to some significant improvements, both in terms of Presence and Win Delta.

At both Top and Regular levels of play, Amaru's K/D following a use of her Garra Hook has significantly improved, from 0.45 to 0.90 for Top Ranked players, and from 0.45 to 0.96 for casual players. The Garra Hook is now used on Barricaded Windows the majority of the time (from 38% to 60% at both Top and Casual levels of play).

This has been a very solid improvement for Amaru. For Top players, her Pick Rate has increased from 4% to 10%, which makes her a Top 15 attacker in terms of Pick Rate. Her Win Delta went from 0.2% to 1.5%. For Casual players, her Pick Rate has increased from 5% to 11% and her Win Delta went from 0.8% to 1.7%.

Y5S2.1 Update: Amaru has stabilized at a 10% Pick Rate at the Top level of play with a positive Win Delta of 0.7%.



The Graph above is an analysis of the use of the Garra Hook. "Fight%" represents situations when in the 5 seconds following the use of the gadget Amaru entered a fight against a Defender.

ORYX
The addition of the Angled Grip has provided Oryx players with a stronger option - although it seems this has not been fully accepted amongst the community: The Vertical Grip is still picked 59% of the time. In the current season, Oryx has a slightly higher Win%, 7% higher kills per round, and a better K/D ratio that exceeds 1.0!

It looks like players have responded well to the Remah Dash Damage reduction. At both levels we see significant increases to the number of wall dashes per round (+16% for Top Ranked, and +26% for Casual). We have also seen a nice reduction in rounds during which the Remah Dash is not used. In both Top Ranked and Casual - Regular players did not dash during 22.5% of rounds in Y5S1.2 (down to 17.2% in Y5S2.0).

Oryx has seen solid increases to his Win Delta as a result of these changes, but he still needs more help from -2.3% to -2.0% for Casual players, and from -3.8% to -3.0% for Top Ranked after the changes. His Pick Rate remains low at both levels with 4%.

Y5S2.1 Update: Oryx has an improved Win Delta, moving from -3.0% to -0.2% at the Top level of play but we are still monitoring this - the size of data we have on him this season is relatively low.

ECHO
As a result of the disorientation effect changes, Echo players at both the Top Ranked and Casual level have seen a reduction in the percentage of kills they score on disoriented targets. For Top Ranked players, the percentage of kills under the effect of the Yokai Drone went from 0.478% to 0.400%, and for Casual players from 0.464% to 0.401%.

Echo players at the Top level have experienced a solid Win Delta increase from (from 0.4% to 0.9%), while his pick rate and win delta for the Casual population haven't moved. Echo is banned much less at Top Ranked (from 68% to 38%) and Casual (from 59% to 37%) levels. The addition of Melusi probably had a direct effect on Echo's ban rate.

Y5S2.1 Update: Echo has a lowered Win Delta, moving from 0.9% to -0.2% at the Top level of play and a slightly reduced presence compared to Y5S2.

KALI
Changes brought to Kali's Lance has led to 13% reduction in Lances Destroyed per round at Top Ranked level and a 10% reduction for Casual levels of play. It seems that the fuse time reduction is making it a bit harder for defenders to counter-play, but not overwhelmingly so.

We have noticed a ~10% increase to Gadgets Destroyed per round at both levels due to more Lances detonating successfully. Lances are also used a bit more often than during the previous patch with a 7% increase at both levels of play.

The CSRX 300 recoil reduction is likely a small positive change (although follow-up shots by Kali are much weaker than a first shot).

The number of kills per round with the CSRX is on the decrease, because of the addition of the SPSMG9.

In Y5S1.2 35% of Kali's kills at the Top level came from her C75 Auto (the remaining 65% coming from the CSRX 300). In Y5S2.0, we see the SPSMG9 accounting for 49% of Kali's kills (for both levels of play). As a result of these changes, Kali is seeing small but noted Pick Rate increases at both Top Ranked (from 3% to 7%) and Casual (from 8% to 11%) levels.

Her Win Delta saw a small increase for Top players (from -2.0% to -1.6%) but no change for Regular players, holding steady at -1.9%

Y5S2.1 Update: Kali has experienced an increase in her Win Delta since Y5S2 - moving from -1.6% to -0.6% with a similar presence (8%).

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