Tom Clancy's Rainbow Six® Siege - Ubi_Dabbid
In this latest edition of Designer’s Notes, we'll go into more detail about the balancing changes that’ll come with the 4.3 patch and give you an insight into the reasons behind these changes.

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





*Due to a continued tracking issue, we are unable to provide the "No Ban" details for this edition of Designer’s Notes. We hope to have this fixed for the next one.*

OPERATOR BALANCING

ASH

- Reduced Breaching Round explosive damage range to 2m (from 3.5m)

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

According to the Balancing Matrix, Ash continues to be the Attacker with the highest presence, owing to her strong versatility.

Specifically, the explosion range on her Breaching Round has made her an effective utility denier from below, destroying gadgets in the top floor ceiling, like Kaid's Electroclaws. By reducing this range, this will bring her versatility more in line with other Attackers.

BUCK

- Increased shotgun's total ammo to 30+1 (from 26)
- Added Hard Breach Charge (Removed Claymore)

Population targeted by this change: Pros.

Further differentiating Buck from Sledge and highlighting his unique strategies as a master of destruction, we are increasing his utility with a Hard Breach Charge and additional shotgun ammo.

Combined with his Stun Grenades, we expect the Hard Breach Charge to offer additional versatility and increase his presence in matches.

As his shotgun is less reliable than Sledge's trusty hammer, the extra ammo will ensure Buck brings value to team compositions while accounting for the additional shots required (i.e. two shots required to destroy both layers of the floor).

ECHO

- Reduced Yokai drone jump cooldown to 2s (from 3s)
- Reduced animation time when Yokai fails to stick to the ceiling to 0.5s (from 2s)
- Reduced Sonic Burst cooldown to 16s (from 20s)

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

With this patch, we wanted to improve the way Echo's Yokai drone feels to use, focusing on quality of life changes.

Compensating for the removal of invisibility, players will find that the Yokai is more reactive to their commands and has a snappier feel. This empowers Echo to be more aggressive with his drone use.

ELA

- Removed resistance to Concussion effects
- Removed the "extra" mine while in DBNO

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

With this patch, we intend to remove some of the "hidden" mechanics that are not explicitly explained and are based on the character's lore, rather than their balance.

During the Tachanka tests on the TS, the community was very vocal about these kinds of mechanics. The work we did removing these exceptions on Echo last year (i.e. vulnerable to Dokkaebi's Logic Bomb and hacking, allowing IQ to detect his cellphone with the scanner) was mentioned as a step in a positive direction.

We have decided to approach Ela in a similar manner, removing her Concussion resistance and "extra" mine. We do not believe these changes will affect her current viability and presence.

Additionally, we feel that removing these "hidden" mechanics helps make the game easier to understand and learn for new players while retaining the qualities players pick Ela for.

KALI

- CSRX 300 base damage set to 122
- 100% damage until 25 meters and linearly falls to 80% (97.6) at 35 meters

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

Looking at our Balancing Matrix, Kali's low presence is due in part to a weapon that is considered underperforming.

We have noticed that the 1-shot-DBNO mechanic has been mentioned several times in balancing surveys as a frustration for players. We understand that the exceptions to this rule (i.e. headshot, limb hit, the target is extremely far away) can cause confusion.

With this in mind, we will remove this rule and turn her sniper into a normal weapon, increasing its base damage in the process. This means that damage will function the same as any other weapon against the armor and health of the target (good news for Rook, as his armor is now useful against her):

- 1 body shot will kill a 3-speed operator
- 1 body shot will down a 2-speed operator
- 1 body shot will damage a 1-speed operator

It is worth noting that we will keep one of the exceptions noted above—the damage to limbs—as we do not want to reward inaccurate shots now that the base damage is higher. We feel this fits with the logic of the weapon and is unlikely to generate the same confusion.

LESION

- Removed 1.5x scope from the T-5

Population targeted by this change: Top Ranked.

Looking at his place on the Balancing Matrix, Lesion brings a lot to teams, making him one of the top roamers.

From a primary gadget that offers strong map control by slowing Attackers and providing intel, to an effective weapon, he has a great deal of utility without factoring in his scope. Since this was already the case before giving him the 1.5x, we have decided to remove this scope from his kit.

Reducing his killing potential slightly, we want to make space for other Operators to find their footing in the roamer role, while also encouraging interesting roaming pairings to emerge.

LION

- Added Claymore (Removed Hard Breach Charge)

Population targeted by this change: Casual and Top Ranked.

Trading part of his gadget loadout with Buck, Lion is now the proud owner a Claymore. Given his role a roamer focused on control, this shift better fits with his playstyle.

Given the option, players were less likely to choose the Hard Breach Charge. We feel this change will be a more appealing option to Lion players.

MELUSI

- Removed Angled Grip from the MP5

Population targeted by this change: Ranked.

Melusi continues to have a high presence in matches per the Balancing Matrix, combined with a strong win-delta.

By removing the Angled Grip, her presence is expected to see a reduction back to previous values. She is a valuable asset to teams, but the effectiveness of her MP5 made it possible to outpace roamers at their own game.

We also intend to make adjustments to Melusi's gadget in the future. As gadget changes require more iteration and testing, this will come later on. This Angled Grip change is more immediate, however, as we do want to have something in the short term to address Melusi's current performance.

MIRA

- Removed 1.5x scope from the Vector.45 ACP

Population targeted by this change: Top Ranked.

As a result of her perceived ability to hold longer angles with the 1.5x sight, Mira's ban rates have become disproportionately high.

Removing this sight will reduce her killing potential back to previous values, while still maintaining her strong utility in matches. We hope to see a decrease in bans, giving her more chances to see active play.

ZOFIA

- Removed resistance to Concussion effects
- Removed Withstand
- Reduced impact grenade explosive damage range to 2m (was 3m)

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

Zofia is considered a strong pick with the second highest Attacker presence, as you can see in the Balancing Matrix above.

Similar to Ela, we are removing some of the "hidden" mechanics that are not explicitly explained in the game and instead stem from the character's lore. For Zofia, this means removing her Concussion resistance and Withstand effect, which we do not see affecting her power or presence.
We have also observed Zofia's ability to destroy gadgets placed in the top floor ceiling with impact grenades. To balance her currently high presence, we are decreasing their explosive range, slightly reducing her versatility as a utility denier from below.

WEAPON & GADGET BALANCING

BALLISTIC SHIELDS

- Removed (set to 0) the camera penalization during the Guard Break animation

Population targeted by this change: Top Ranked and Pros.

We introduced this mechanic to counter shield Operators' quick rotation during the Guard Break animation. We initially viewed this quick rotation as a source of frustration and sought to reduce the feeling of putting yourself in danger to engage a shield Operator and not getting anything from it. We've all had that one run-in with a skilled Clash…

But over time observing our community's evolving strategies, this interaction feels more in line with how a skilled shield player uses them.

As a result, we have removed this aspect of ballistic shields, as it wasn't our intention to remove a key component of shield play which created frustration for the player using the shield. Shields should now feel more comfortable to play.

HARD BREACH CHARGES

- Reduced deployment time to 2s (from 3s)
- Reduced activation time to 5s (from 6s)

Population targeted by this change: Top Ranked and Pros.

Since the introduction of Hard Breach Charges as a secondary gadget, they have been a useful part of Attackers' kits, albeit not quite as reliable as we had intended.

By reducing deployment and activation time, they will become an even more viable option for Attackers, leaving them less exposed and giving Defenders less time to react to their tactics.

RECOIL

- Improved recoil for: ARX, C8, M1014, TCSG12

Population targeted by this change: Console.

As part of our continued efforts to improve controller game feel on console, specifically while aiming down sight, you will notice tighter recoil on a number of guns, making them more viable options when using a controller.

You will notice that successive shots for both the M1014 and C8 will land closer to one another. Similarly, it should be easier to chain shots with the TCSG12 now. As for the ARX, we have reworked the recoil pattern to keep shots more centered instead of spiking to the side.

Since this is an ongoing topic of discussion and experimentation, these changes reflect a part of the bigger picture. We are continuing to look into the console controller experience and how we can further improve the feel of your loadout.

WORLD BALANCING

PRE-REINFORCED HATCHES

Following experimentation on the TS, we've made the decision to set aside the idea of pre-reinforcing roof hatches.

Our initial objective with this idea was to make these hatches more interesting points of contention between Attackers and Defenders. We hoped to make it less trivial for Attackers to open these hatches and make it possible for Defenders to try to defend these hatches (with a Kaid, for instance).

We knew this could be problematic in a meta-game where Attackers' resources are already spread thin when it comes to dealing with Defenders' setups, but we hoped the addition of the Hard Breach Charge and Hibana rework would solve that issue.

After several tests on TS, here's what we observed:

- On many maps, our objective seemed to be achieved based on what we could observe, although this has been difficult to evaluate for several reasons. First, our current TS player population and behaviors don't always represent our Live player population. Second, we don't always have enough TS activity for our telemetry results to be reliable.
- On some maps where opening roof hatches is particularly crucial (like Kafe Dostoyevski), it made an Operator like Hibana almost a mandatory pick.
- We did not manage to convince. Most feedback we gathered was negative, and we saw few players perceiving upsides to the change.

Our conclusion is that the cons seem to outweigh the pros, which has led us to the decision set this issue aside.

Thank you to everyone who played this feature on TS and took the time to send us constructive feedback. This is always incredibly useful!

This was a very valuable experience for us, so you can expect more like this one in the near future… we have lots of wild ideas that we want to test with your help!
Jan 19, 2021
Tom Clancy's Rainbow Six® Siege - Ubi_Dabbid


Y5S4.2 PATCH SIZE

Below you will find the download sizes for each platform.

- Ubisoft Connect: 1.2 GB
- Steam: 775.0 MB
- Xbox One: 1.6 GB
- Xbox Series X: 2.0 GB
- PS4: 1.5 GB
- PS5: 3.6 GB

BUG FIXES

GAMEPLAY

- FIXED – Once a PVE session is completed and the "Vote for Retry" button is pressed, after the next PVE session, the "Find Another" button exhibits the same functionality.
- FIXED – HUD settings applied from the Custom Game playlist are not being applied to the host.

LEVEL DESIGN

- FIXED – Various LOD issues present across a multitude of maps.
- FIXED – Several gadget deployment issues present on Theme Park, Outback, and Border maps.
- FIXED – Multiple vault prompt issues present across several maps that either prevent players from properly vaulting or cause rubber banding.
- FIXED – Updated the wall shelf in the Kitchen on Chalet map.
- FIXED – SFX are missing when placing Nomad's Airjab Launcher in the Main Entrance Barricade on Oregon map.
- FIXED – Arcade machine glass is destroyed inconsistently on Theme Park map.
- FIXED – Players can glitch themselves into the concrete dock in EXT Back Alley on Bank map.
- FIXED – FPS drops can occur for everyone in the session if a player spins rapidly in a certain spot of 1F Archives on Bank map.
- FIXED – Drone can be placed on a fence on EXT Back Alley to see through a gap in the West Wall on Bank map.
- FIXED – Players pushed on top of the vase at 1F ATMs can spawn peek out of the window on Bank map.
- FIXED – Several texture issues present that impact drones in 2F Executive Lounge, EXT Low Roof, EXT Parking, and 2F Hallway on Bank map.
- FIXED – Unfair line of sight created by the gap between the column and the wall near 1F Staff Room on Bank map.
- FIXED – Several items can be seen floating in the air after destroying surrounding items on various maps.
- FIXED – Shaded gap is present between patches of snow at EXT Campfire Woods on Chalet map.
- FIXED – Gadgets are experiencing clipping and collision issues in various places on maps.
- FIXED – Drone camera issues present, allowing players to see under the world on both Clubhouse and House maps.
- FIXED – Drone capture and retrieval issues present in 2F Control Room Hallway on Kanal map if Mozzie's Pest Launcher clips through the ground.
- FIXED – EXT Control Tower, EXT Street, and EXT Spitfire Courtyard location names are not displaying on screen while a drone is being used in those particular areas on Hereford Base map.
- FIXED – Maverick's Breaching Torch has to be used in order to destroy the wooden floors under the blue tarp carpets on Outback map.
- FIXED – The "You will die in" message displays when entering the 1F Kitchen from 1F Restaurant for a brief moment when under the doorframe on Outback map.
- FIXED – Attackers can enter Frost's Welcome Mat through the wall of 1F Kitchen on Outback map under particular circumstances.
- FIXED – Operators can get stuck when going prone between multiple collisions on Outback and Coastline maps.
- FIXED – Several breakable items on Skyscraper map have been updated.
- FIXED – A column partially obscures the operator on the far left when the winning team is on screen on Skyscraper map.
- FIXED – Players are able to place the defuser between a black box and a wall at EXT Chapel on Villa map.
- FIXED – Several line of sight issues present on Coastline and Villa maps.
- FIXED – Multiple Operator and gadget clipping issues present on Consulate map.
- FIXED – The defuser can not be retrieved once it is dropped between the bicycles and the wall in EXT Driveway on Villa map.
- FIXED – The deployment message prompt flickers for Operators when standing too close to the door that separates 1F Skylight Stairwell and 1F Electrical room on Bank map.
- FIXED – Operator bodies can clip through the stairs located at 2F Library on Chalet map.
- FIXED – The 2F Dorm Main Hall bomb is missing details on its inside metallic panels on Oregon map.
- FIXED – Players are able to silently place C4 above the VIP Lounge on Coastline map under certain circumstances.

OPERATORS

- FIXED – Operator models have a light glow visible from a distance.
- FIXED – Echo's Yokai drone is experiencing collision and clipping issues on various maps.
- FIXED – Mira's Black Mirror can be deployed on the opposite side of a reinforced wall.
- FIXED – Attacking operators can not navigate with their drones after switching to a secondary or primary gadget while attempting to enter their drone by using the directional right button.
- FIXED – Twitch's eyes are fixed upward and her mouth animation appears to be broken under certain circumstances.
- FIXED – Thatcher's weapon reticle remains completely on screen when affected by an EMP grenade.
- FIXED – Oryx will not destroy walls that are close to a reinforced wall when using Remah Dash.
- FIXED – Valkyrie's Black Eye can be thrown inside the pipes in 1F Coast Guard Meeting Room on Kanal map due to a missing collision.
- FIXED – Ace is able to destroy his Selma on a metal indestructible floor at 1F Stage on Clubhouse map.
- FIXED – Aruni's Surya Gate clips into the neon light when deployed on the soft wall in B1 Supply Room Corridor on Kanal map.
- FIXED – Aruni can not destroy the ceramic tiles on the walls of 1F Bathroom on Skyscraper map.

USER EXPERIENCE

- FIXED – Tachanka's mask clips through the Unicorn headgear.
- FIXED – Adjusting the field of view doesn't impact the crosshair size and will display bullets spreading outside of the crosshair in certain circumstances.
- FIXED – To clarify wording, player sessions have been adjusted to refer to a player's session group as a Squad.
- FIXED – Some players are not receiving the Doc Byte Set DLC after purchasing.
- FIXED – Battle Pass entries are sometimes missing from the detailed list after playing PVP matches.
- FIXED – The "Silver Tangerine" weapon skin is appearing instead of the default weapon skin for Aruni's P10 RONI.
- FIXED – The "Fever Impulse" weapon skin is appearing instead of the default weapon skin for Wamai's MP5K.
- FIXED – Tachanka's DP27 pan magazine disappears when zoomed in on an equipped charm and rotating the weapon downwards in both the side screen preview and fullscreen purchase preview.
- FIXED – The SFX plays twice when accessing the Battle Pass title from the main menu.
Tom Clancy's Rainbow Six® Siege - Ubi_Dabbid


Early in Year 5, we announced the development of the Reputation System within Rainbow Six Siege. We planned to make it available at the end of the year, but due to the pandemic, we postponed the global release. However, we deployed parts of the system with every season launch since Operation Shifting Tides, resulting in a live system that is currently in the background.

Reputation System at a Glance 

The Reputation System gives players the tools they need to be positive members of the Siege community while also acting as an educational tool helping players to understand when and why an action is disruptive. It leverages the actions and experiences of players to determine the reputability of the entire community.

Our goal is to discourage toxicity and promote positive behavior while giving more feedback to players so they can have agency over their reputation. We want to help players prioritize healthy interactions, improve cooperation, and reward positive behaviors so those creating a safe atmosphere feel recognized and valued as key members of the Rainbow Six Siege community. Newcomers, pros, casual players, and streamers alike all deserve to feel safe while playing Siege, and this system intends to help enforce that.  



Over the past year, deployments for the Reputation System were made in the background, so while the entire system is currently live, it is not visible in the front-end and has no impact yet on players. These “shadow” deployments have allowed us to continue making the observations, iterations, and balancing updates needed to improve the scoring system so that it treats all players in a fair way.   

Scoring and Sanction System 

As seen in Figure 1, players are evaluated based on their positive or negative actions and are given a reputation score. This score is part of a level system that distributes sanctions and rewards. The reputation score is informed by two layers: actions and branches (Figure 2). The various actions a player takes in-game result in action scores. These branches are then summed up to influence the player’s overall reputation score.



The reputation score is vital for determining a player’s overall behavior. A low enough reputation score results in a sanction. However, in order to be proactive with sanctioning players who are actively being toxic, we have designed the system so players can also receive preventive sanctions and warnings based on the score of their immediate actions.



Year 6 Plan

In the coming year, we will continue to balance the Reputation System. The first half of Year 6 will revolve around the implementation of preventive sanctions, which will allow us to detect repeated in-game abuses related to griefing and harassment. We will also continue to work on the system’s front-end design, which will help us communicate information about reputation to players.

In addition, the Player Behavior team will continue to develop a series of short, medium, and long-term plans for various ongoing initiatives. These range from detecting and preventing player toxicity to strengthening our Anticheat operations. We will continue to take feedback and make improvements to ensure that our system is efficient, as transparent as possible, and aligned with players’ expectations. We know the community will help guide us in the development of the Reputation System as well as other initiatives to come.
Dec 17, 2020
Tom Clancy's Rainbow Six® Siege - Ubi_Dabbid


Y5S4.1 PATCH SIZE

Below you will find the download sizes for each platform.

- Ubisoft Connect: 1.07 GB
- Steam: 803.2 MB
- Xbox One: 1.02 GB
- Xbox Series X: 1.02 GB
- PS4: 977 MiB
- PS5: 875 MiB

TWEAKS AND IMPROVEMENTS

GAME HEALTH

Custom Game Timers

- A pause/resume timer option has been added to lobby creator's menu options during the Planning Phase for Online Custom Games. This setting is accessible by click the Menu icon found in the top right of the screen.
- This pause timer has a default timeout setting of 10 minutes and can be adjusted as needed.

BUG FIXES

LEVEL DESIGN

- FIXED – Various defuser planting and retrieval issues in specific areas on maps.
- FIXED – Minor rappel issues present on Skyscraper and Plane maps.
- FIXED – Several glass resistance and destruction issues present on Bank and Outback maps.
- FIXED – Drones are able to pass through multiple objects and textures.
- FIXED – A multitude of LOD issues present on Skyscraper map.
- FIXED – Line of sight issue present between the railing and wall in 2F Exhibition Room on Skyscraper map.
- FIXED – Misaligned textures and clipping are present on various surfaces on Skyscraper map.
- FIXED – Deployable gadgets can be heavily obscured in table debris in 2F Geisha Room on Skyscraper map.
- FIXED – Compass location is missing in drone view on top of the fence in EXT Ventilation Units on Skyscraper map.
- FIXED – An Operator will spawn on top of the display case on the north side of 2F Exhibition Room on Skyscraper map.
- FIXED – Ceiling vents are not visible underneath the ceiling in 2F Shrine on Skyscraper map.
- FIXED – Several collision issues present when destroying items on Skyscraper map.
- FIXED – Various gaps and seams present between objects on Skyscraper map.
- FIXED – LOD issue present on a box located at the south side of 1F Cargo Hold on Plane map.
- FIXED – A gap is visible between the west wall and ceiling in 1F Garage on Clubhouse map.
- FIXED – Players can clip at the NE corner of the EXT Roof on Border map.
- FIXED – Attackers can navigate to certain points on Coastline map to create an unfair line of sight.
- FIXED – Lighting issues on Skyscraper map create various hiding points for Operators and their gadgets.
- FIXED – Some cardboard boxes have a delay when being destroyed on Tower map.

OPERATORS

- FIXED – Twitch's Shock drones and Echo's Yokai drone are shooting when the player begins to pull the trigger rather than the end position of the trigger.
- FIXED – Inputs for Operator drones and cameras are not swapping when left-handed controls are selected.
- FIXED – Montagne can melee and extend his shield in the same animation.
- FIXED – Sound effects aren't present when Tachanka melees an indestructible wall or item with the Shumikha Launcher.
- FIXED – Fire sound effects are present even when fire does not emit from Tachanka's weapon.
- FIXED – Rook's facemask is white instead of the intended color on several of his headgear options.
- FIXED – Players are unable to pick up Aruni's Surya Gate after deploying it on the western window at 1F Reception on Kafe Dostoyevsky map.
- FIXED – Zero's Argus Camera experiencing several functionality issues on Skyscraper map.
- FIXED – Echo's Yokai drone clips with various objects on Villa and Morocco maps.
- FIXED – Finka's Adrenaline Boost has a slight audio issue near the end of the sound.
- FIXED – Lion's EE-ONE-D drone is not visible on his arm when activated in Article 5.
- FIXED – Tachanka's Shumikha Launcher projectiles are colliding with invisible walls.

USER EXPERIENCE

- FIXED – Overlapped text is present on the warning screen.
- FIXED – Some charms are clipping or overlapping each other.
- FIXED – When multiple controllers are paired, not all of them are able to control the game.
- FIXED – Visual customization is not displaying on Operator weapons in the Operator View after pressing the "Equip to All" button.
- FIXED – Performance/Resolution mode settings don't apply on the PS5 console after a reboot.
- FIXED – Incorrect message displays when a player attempts to reconnect to a match.
- FIXED – Various visual issues present with Battle Pass progression.
- FIXED – Changing the resolution in the options menu makes the background flicker black and white.
- FIXED – Voice chat frequently cuts off or is heavily distorted when CVAA is activated.
- FIXED – When matchmaking in Quick Match, a Connection Failure message appears for some players.
- FIXED – Score and timer are occasionally missing from HUD elements.
- FIXED – Minor spacing and line-break text errors in menu and descriptions.
- FIXED – Collision audio for certain ceramic tiles is playing the sound of metal footsteps.
- FIXED – Multiple small clipping issues present on Operator uniforms.
- FIXED – Rooftop reinforcement notification is present even though the system is off.
- FIXED – The "Safety First" Core Challenge does not unlock in certain situations.
Tom Clancy's Rainbow Six® Siege - Ubi_Dabbid


Updates and fixes made over the course of the Y5S4 Test Server. For the full Neon Dawn Patch Notes, follow the link below.

Neon Dawn Patch Notes

Y5S4 PATCH SIZE

- A larger download will be required for Y5S4 due to a data consolidation.
- This is to save disk space, reduce overall build size, and improve loading times for players.
- Below you will find the download sizes for each platform.
- PC: 60-87GB
- Series X: 3.2GB
- Xbox One: 35.9GB
- PS4: 35.9GB
- PS5: 5.38GB

TWEAKS AND IMPROVEMENTS

GAME HEALTH

Defuser Pickup

- The defuser pick up interaction that was introduced during the 3.3 update has been deactivated. The defuser prompt will be available later on in Season 4.
- Auto-pickup, when walking over the defuser, is still active.

Explosion Haze

- Explosion haze will be removed from all maps with Y5S4.0 to ensure consistency and reliability, which is not achieved with the current haze system.

Muffled Sounds - Low Health

- Muffled sounds when players are low in health have been toned down. Players will find themselves at less of a disadvantage in these situations.

BUG FIXES

GAMEPLAY

- FIXED – Players are unable to start Training Grounds through matchmaking.
- FIXED – Exploit that allowed players to overwrite the game mode, rules, or map in matchmade games.
- FIXED – Player can lose control of their character at the end of a round.
- FIXED – Several functionality issues present when picking up or attempting to detonate a Nitro Cell.
- FIXED – Various matchmaking capabilities when finding another match after a match cancellation and when the player joins a match in progress.
- FIXED – Players are able to see the opposing team before joining the match.
- FIXED – Deployable gadgets' colliders don't rotate with player perspective.
- FIXED – Sticky gadgets are bouncing off of bulletproof gadgets.
- FIXED – All players in a game are experiencing FPS drops when a player spins in a specific location on some maps.

LEVEL DESIGN

- FIXED – Bomb asset has a minor gap visible on all maps.
- FIXED – Teamkills with RFF disabled will take effect on the first map with RFF enabled.
- FIXED – Various map asset destruction issues.
- FIXED – Audio issues are present on various maps.
- FIXED – Inconsistent vault prompts found on several maps.
- FIXED – Various defuser planting and retrieval issues in specific areas on maps.
- FIXED – Gadget deployment issues found on multiple maps.
- FIXED – Lighting and mesh issues visible on various maps.
- FIXED – Collision issues present on several different maps.

CHALET

- FIXED – Ability to use a shield to vault onto the counter in the Piano Room on Chalet map.
- FIXED – Glass cannot be properly destroyed in the fridge and cigar cabinet on Chalet map.
- FIXED – Operator's legs clip through all the stone walls that surround B Backyard Stairs on Chalet map.

CLUBHOUSE

- FIXED – LOS issues on Clubhouse map from 1F Garage to Eastern Sub-roof.

SKYSCRAPER

- FIXED – A multitude of LOD issues are present on Skyscraper map.
- FIXED – Multiple graphic errors can be seen on Skyscraper map.
- FIXED – Several items can be seen floating on Skyscraper map in specific circumstances.
- FIXED – Several items on Skyscraper map are unbreakable.
- FIXED – Various clipping and visual gaps on Skyscraper map.
- FIXED – Kanji appearing on a Bathroom poster should read 雪 月 花 on Skyscraper map.
- FIXED – MVP screen brightness makes player names unreadable on Skyscraper map.
- FIXED – Spawn issues present for Operators, Hostages, and enemies on Skyscraper map.
- FIXED – Player can navigate onto a window frame in 2F Geisha and have an exploitable line of sight on Skyscraper map.
- FIXED – When set to other languages, English language is still displayed for 1F Bedroom Closet on Skyscraper map.
- FIXED – Drones can get stick or fall out of bounds at multiple locations on Skyscraper map.
- FIXED – Missing bomb at 1F Bathroom site on Skyscraper map.

OPERATORS

- FIXED – Defenders are able to place certain deployable gadgets on bombs.
- FIXED – Melee debris and decals sometimes appear before the hit animation.
- FIXED – Various clipping and minor animation issues for operator weapons and gear.
- FIXED – Melee/knife speed is faster than it should be.
- FIXED – Reticle dot/crosshair issues present with several Operator devices.
- FIXED – Minor overlay animation issues for Operators and their gadgets.
- FIXED – Various issues where it is possible to deploy gadgets on top of one another.

ACE

- FIXED – Ace's SELMA is affected by electricity when thrown in a hole covered by electricity. SELMA may fail to detonate a second time.

ARUNI

- FIXED – Aruni's melee attack does not break certain surfaces and windows.
- FIXED – Surya Gate will not destroy certain gadgets when placed on a destructible wall.
- FIXED – Aruni doesn't rotate properly in third person when deploying Surya Gate.
- FIXED – Aruni has a greater melee distance than the other operators.
- FIXED – Surya Gate can be picked up while overloading or when it's overloaded.

CASTLE

- FIXED – If Castle's Armor Panel takes melee damage in the same spot near either side of the door frame, a gap will be present.

ECHO

- FIXED – Echo's Yokai drone can become indestructible when attached to a ceiling.
- FIXED – Yokai potentially loses SFX while attached to the ceiling if the game is left in the background using ALT-TAB on a PC.

HIBANA

- FIXED – Hibana aims weapon sight down automatically when activating pellets.
- FIXED – Various functionality and visual issues that occur when using Hibana's X-Kairos.

IQ

- FIXED – Visual effects of IQ's Electronics Detector are not visible further than 15 M away.
- FIXED – IQ is missing the Razor Holo scope available on their 552 Commando weapon.

KAID

- FIXED – Electronics Detector wave effect is still present on Kaid's disabled Electroclaw.

KALI

- FIXED – The LV-Lance's spike is passing through a Deployable Shield like it does for a soft wall.

MAESTRO

- FIXED – It is possible to destroy an Evil Eye when it is placed on destructible surfaces.

MONTAGNE

- FIXED – Several functionality issues with Montagne's shield and guard breaking.

MOZZIE

- FIXED – Mozzie's Pest Launcher will not capture a drone when another is within range but out of sight.

ORYX

- FIXED – Oryx occasionally shows inconsistent behavior after dashing.
- FIXED – Bloody vignette is missing after Oryx passes through a soft wall.

TACHANKA

- FIXED – Visual and functionality issues associated with Tachanka's Shumikha Launcher.
- FIXED – When Tachanka shoots a Frag Grenade, frag bounce SFX can sometimes play unintentionally.

THATCHER

- FIXED – Thatcher's EMP Grenade doesn't disable Clash's CCE Shield electricity.
- FIXED – Thatcher does not receive any points when disabling a security camera.

VALKYRIE

- FIXED – Users who join a match in progress are unable to tag attackers through Valkyrie's Blackeyes.

ZERO

- FIXED – Several visual and audio issues present with Zero's SC3000K.
- FIXED – Issues present with Zero's gadget crosshairs during end of round replay when equipping the Argus Launcher.
- FIXED – Issues with animation and damage for Zero's cameras.
- FIXED – Zero's camera deployment can be heard OffSide.
- FIXED – Zero's 5.7 USG has a barrel attachment menu present despite only having the silencer equipped by default.

USER EXPERIENCE

- FIXED – After finishing a Lone Wolf session, players receive the message "Please Wait, Synchronizing Data" infinitely.
- FIXED – "Asset Protection," "Improvise Defense," and "No Intel" enter an infinite loading screen if they are started as soon as the game is installed on the console.
- FIXED – Ultrawide ratio (32:9) is no longer supported since Y5S3 release.
- FIXED – Maps votes are registering if players interact with player profiles through scoreboard when it is open as an overlay.
- FIXED – The user's screen may turn blank after the Operator Selection Phase.
- FIXED – The low health sound and proximity alarm can be heard repeating multiple times in particular circumstances.
- FIXED – Season graphics are not currently optimized for 4K screens.
- FIXED – The Skill distribution chart does not appear in the Skill tab of the Ranked info section.
- FIXED – In support mode, the weapon reticle and crosshair remains on the drone HUD in the Preparation Phase.
- FIXED – Various key binding/control issues on PC and consoles.
- FIXED – Several issues present for players in both voice and text chat.
- FIXED – Cosmetic and texture issues present with charms, uniforms, headgears, weapons, and attachments.
- FIXED – Various caster/spectator HUD improvements and updates.
- FIXED – Various Menu UI improvements and fixes, including language on bans.
- FIXED – Various UI and store visual issues for items in game.
- FIXED – When creating a Custom Game playlist, House is the only map currently available for selection. Several customization settings are also missing.
- FIXED – Scoring message is the same for both destroying and disabling a Nitro Cell.
- FIXED – Several UI issues present with Operator and item icons in game.
- FIXED – Functionality and UI issues present within the Options menu.
- FIXED – Currency Packs and Digital Content tabs cannot be accessed in the Store on PS4.
- FIXED – Previously equipped customization assets remain equipped in the save file even if the asset isn't owned by the user.
- FIXED – Loading icon will be present during the Map Ban Phase until the map is decided.
- FIXED – Dead player pings are not replicated in Spectator mode.
- FIXED – Partially destroyed barricade obstructs the victory screen for most of the duration.
- FIXED – Kill Feed shows a placeholder skull for some operators if they perform kills with their gadget.
Tom Clancy's Rainbow Six® Siege - paul
Operation Neon Dawn, the final season of Tom Clancy’s Rainbow Six Siege Year 5, is now available. This new season brings new features such as Aruni, a brand-new Operator, the rework of the Skyscraper map as well as new accessibility settings.

Owners of the Year 5 Pass can play with Aruni immediately, while other players can unlock her with Renown or R6 Credits starting December 8. New seasonal content, including the Skyscraper map rework, are available for free to all players. Year 5 Season 4 also welcomes the Battle Pass, available now through February 22nd.

Equipped with an original gadget called the Surya Gate, Aruni can deploy laser gates on walls, hatches, doors, and windows. Those gates damage Attackers and their utility but turn off to allow defenders to access. The gate is intended as an obstacle, zapping all drones, projectiles and damage Operators. Aruni comes with a P10 RONI or a MK 14 EBR as a primary weapon, and a PRB 92 as a secondary weapon.

In addition to this new Operator, players can now discover a reimagined Skyscraper map, which has been newly reworked with three major objectives. The first is driving Attackers inside by lowering the number of balconies and relocating them to remove some of the crossfire players could create previously from outside. An entirely new rotation between the two sides of the building on the second floor was also added. Lastly, the bombsites have been balanced to make them all more competitive.

Operation Neon Dawn also marks the launch of the Sixth Guardian program, in which certain seasons have a limited-time bundle dedicated to a different charity. As of today, Rainbow Six Siege players can purchase a bundle with a uniform, weapon skin, charm, and headgear for Doc. One hundred percent of net proceeds, with a minimum of $6 USD per bundle sold, will be donated to The AbleGamers Charity. AbleGamers is a U.S.-based nonprofit organization that aims to support players with disabilities by providing gamers with the tools they need to enjoy their playing experience and by promoting inclusion in the video game industry.



For more information about Tom Clancy’s Rainbow Six Siege, please visit http://rainbow6.ubisoft.com.
Tom Clancy's Rainbow Six® Siege - Ubi_Dabbid


Updated: November 30th 2020

Player Behavior

Mouse & Keyboard on Consoles

Description: We are making progress on the matter, but it's a very challenging task and we are unable to predict the outcome of our investigations at this time.

Status: Ongoing

DDoS on consoles

Description: In close collaboration with our partners, new ways of mitigating DDoS attacks have been deployed. According to our metrics, we believe that we made significant progress on the topic and that we are seeing a notable reduction of the phenomenon.

We are also aware that the situation is not solved for everyone and that it remains an issue for some of our players. We will keep on working on the topic and provide regular updates.

Status: Ongoing

Streamer Mode

Description: The purpose of Streamer Mode is to protect our content creators with settings that allow them to increase their anonymity while streaming. The settings intend to discourage and prevent disruptive players from using streamers' public information in a toxic way.

The settings work to prevent two major disruptive behaviors:

- Queue Sniping: When players taunt or kill a streamer after deliberately queuing at the same time as them.
- Stream Sniping: When players intentionally display toxicity during another player's stream.

Status: First half of Y6

Cheating & Hacking

Description: Along with our partners, we continue making progress in terms of detection, communication and vulnerability improvements. Additional measures and fixes are scheduled to be released with Operation Neon Dawn.

We invite all our players to use the in-game reporting panel to flag any cheater you may encounter.

Status: Ongoing

Servers and Connectivity

Description: We have noticed an increase of connectivity issues during Operation Shadow Legacy, the entire Siege team has dedicated considerable resources and time to identify potential leads.

Once again, in close collaboration with our partners on that topic, we have made substantial progress. Additionally, we continue to have a closer look at the current connectivity issues and are exploring potential improvements.

A more in-depth communication should be released at some point in the future, we would like to offer the community a better understanding of our infrastructure and challenges.

Status: Ongoing

Top Gameplay Topics

Runouts & Defuser Planting Detection

Status: Improvements released with Neon Dawn, refer to our patch notes for additional information.

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, in cracks, gaps between objects, holes, etc.

To fix this, we created a 'Pickup Defuser' interaction that works at a distance. It will aim for defuser retrieval to act like picking up any other gadget.

We deployed this new system during Y5S.3.3 but we encountered some complications. We hope to release a newer version very soon.

Status: During Y5S4

Bullet Holes peeking

Description: Single bullet holes are often used to gain an advantage during gunfights. We recognize that this situation can be quite frustrating for some players who couldn't spot the bullet hole from the distance.
We are currently exploring different options to make smaller bullet holes more easily noticeable or unusable for such situations. We have made substantial progress and are quite confident about this solution. There is still some work to be done and we are not quite ready to share more for now.

Status: Y6S2

Enemies are too hard to see with certain skins equipped

Description: Certain Operator skins are notorious for blending quite effectively within the environment. This led to situation where players considered to be victim of an unfair advantage. We are investigating how to make Operators stand out a bit more from the environment.

Our goal is to let everyone pick & choose their skins without providing any sort of advantage. We will proceed with caution on that topic, as we don't want this solution to clash with the general art direction of the game.

Status: During Y6

Audio tinnitus

Description: Following numerous community feedback, we have decided to reconsider the audio tinnitus triggered upon taking damage. We acknowledged that the reduced sound feedback was having a very strong impact on gunfights and could lead to some frustration.

By substantially reducing the tinnitus, we hope to offer fairer gunfights and a better chance to win duels.

Status: Y5S4

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 ricocheting with the environment, to improve the effectiveness of flashbangs & other similar gadgets.

Due to shifting priorities, we hope to address this topic a bit later during Year 6.

Status: Y6S2
Tom Clancy's Rainbow Six® Siege - Ubi_Dabbid
Announcing the next Y5S4 Streamer Charms!

Each season will bring the release of new charms, as well as a return of the streamer’s charms from previous seasons!

On the 15th of December, we will also be adding a commemorative IceyCat25 charm which will be available for all players to redeem through the in-game store for 1 renown, also available through the in-game news tile.

This charm will be available throughout Season 4, until the end of Neon Dawn.

New



JerichoFive

REMGURI / 렘쨩

IceyCat25

THE_M3RY

Returning








Ad9m
Alfredoplays
AnneMunition
Beaulo
Bighead
BikiniBodhi
Bnans
Drid
Gabbo
Interro
Jinu6734
Just9n
Kalera
KingGeorge
KittyR6
Kixstar
LagonisR6
Lil_Lexi
MacieJay
Matimi0
Narcoleptic Nugget
PaladinAmber
Pengu
Punjistick
Rubsarb
Salty Academy
SexyCake
Shorty
SilphTV
TangyD
Tatted
Tranth
Varsity
WhiteShark67
z1ronic
Zander
Zigueira

How to acquire charms

These charms are only available by subscribing to the respective streamer’s Twitch channel with a linked Uplay account. For more information on how to link your Uplay and Twitch account, as well as opt in for Twitch Drops, please refer to this FAQ.

How to get involved

Given the length of our production cycle for in-game content, the participants for Y5S1 S2, S3 & S4 have already been determined. We are always on the lookout for additional content creators to add to the program and will be exploring new candidates in 2020 & 2021. If your goal is to see your charm in game, we use the following criteria to begin the selection process for potential candidates:

Requirements to be considered

- Approximately 350+ concurrent viewers – preferable.
- Average of 10 Rainbow Six streams per month.
- Average of 20 hours of Rainbow Six streamed per month.
- Positive standing with Ubisoft/Rainbow Six Siege.
- High quality level of content.
- Rainbow Six Siege reserves the right for final decision.

Consideration for Removal

- Less than 10 Rainbow Six Siege main streams over 3 months.
- Level of quality dropping below an acceptable level.
- Standing with Rainbow Six Siege/Ubisoft compromised.
- Any actions that may negatively affect the R6S/Ubisoft brand.
- Rainbow Six Siege reserves the right for removal of any charms.
Tom Clancy's Rainbow Six® Siege - Ubi_Dabbid


In Year 5 Season 4, we are launching the Sixth Guardian Program! We aim to support a charity through an in-game bundle on Siege, spanning a full Season per bundle released. 100% of net proceeds, with a minimum of $6 USD per bundle sold will go to the charity.

Your purchases will help to directly support a charity and help a diverse range of causes. Together, we hope to unite the Rainbow Six Siege community and make a positive change outside of our game.



This Season, we’re releasing the Doc Sixth Guardian bundle. All proceeds will go towards The AbleGamers Charity, whose objective is to combat social isolation and improve the quality of life for people with disabilities.

This bundle includes for Doc the Sixth Guardian:

- Uniform
- Headgear
- Weapon skin
- Charm

The bundle will be limited in time and available only for this Season. Make sure to check it out before Season 4 ends!

Tom Clancy's Rainbow Six® Siege - Ubi_MyAnh


BALANCING

SHUMIKHA LAUNCHER

  • Tachanka’s RP-46 Degtyaryov turret has been replaced with the Shumikha Laucher.
  • This launcher shoots grenades that generate areas of fire 1 second after the first bounce.
  • The Shumikha Launcher is equipped with a fixed 5-grenade magazine. Tachanka has a total of 10 grenades available. Grenades are inserted one by one.


DP27 LMG

  • The DP27 LMG is now available as a primary weapon option for Tachanka and will be replacing the SASG-12.
  • This weapon allows players to open rotations on soft walls and destroy hatches.


WITHSTAND ABILITY

  • After his time on the TS, Tachanka will no longer have the ability to Withstand.


TACHANKA VOICE LINES

  • Due to unavoidable constraints, voice lines have been recorded with a new voice actor for Tachanka upon the release of his rework. We thank Anatoly Zinoviev for his past work as Tachanka's voice actor and for the passion he was able to provide to both the role and to the community.


BUG FIXES
  • FIXED - Several issues with visuals and functionality on Shumikha Shells.
  • FIXED - Various SFX issues with the grenade launcher.
  • FIXED - Visual issues present with the grenade launcher.
  • FIXED - Several UI and store visuals with the Slava Korolyu Elite items and icons.
  • FIXED -Tachanka's Elite fire VFX from the MVP dance are present on his model in multiple maps.
  • FIXED - Frag bounce sound can sometimes play unintentionally.
  • FIXED - Tachanka's DP27 LMG currently has the full penetration attribute.
  • FIXED - DP27 does 48 damage instead of 49.
  • FIXED - There is a major visual obstruction when Tachanka guard breaks a shield with his DP27.
  • FIXED - The DP27 benefits from 1 additional round, despite being an open bolt machine gun.
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