The Siege community has a lot of questions about the current state of the game and its future, which is why we brought together members of the dev team for a Reddit AMA on July 22nd. You can find a recap of the most important questions and answers below, the full Reddit thread can be found here.
MOUSE & KEYBOARD ON CONSOLE
Have you made any significant progress to detect MnK and have a reasonable timeframe for banning people who abuse it?
Our MnK work currently is still very much a R&D subject. We have dedicated people in the Rainbow Six Siege team who are actively working on MnK to not become an unfair advantage, but an additional input that we support to make everyone's experience fairer without impacting our players with disabilities. We plan to run tests in the coming months to validate our approach, once properly validated we can move forward.
A large portion of what we do unfortunately can't be shared here, as security is a huge part of anti-cheat and we need to guarantee we're not giving any hints to cheat makers. While we know this is frustrating, know that we have ongoing initiatives already live and in development that we can't explicitly share. We'll be sharing a data-focused update to this Anti-Cheat article in August, but today, we're going to break down some of our most recent actions and plans for dealing with cheaters.
Will you guys ever consider manual bans of players doing new glitches in ranked that are found and exploited? When someone finds a glitch, our stance is to fix it as quickly as possible. For that reason, we don't want to penalize someone who has found it in the first 24 hours - especially if this helps to identify the issue.
Are there any specific plans to add new level requirements or other/more forms of verification to Ranked?
In the future, we aim to add some access restrictions to Ranked for players who have not relaunched and played the game for a while or any new account that has reached the Clearance Level allowing access to Ranked and has not made sufficient matches in PVP Public Matchmaking to validate its eligibility. We are also actively looking with our partners inside Ubisoft at reinforcing the account security to make sure it gets harder and harder for hackers to get their hands on accounts.
If we report a cheater in-game via the overlay, does an actual human look into the report? If not, how is it done?
We have a team dedicated to going through these reports and identifying cases that involve cheating. But, considering the high number of reports we receive each day, we have to prioritize which reports are reviewed immediately.
What do Developers plan to do in order to curb rampant cheating for Siege aside from automated bans? When will Devs look into the possibility of hardware-based bans?
Hardware bans are indeed a sanction used by us and across the industry, however, it's not a silver bullet since advanced hardware ID spoofers can disrupt the detection.
In a time where it feels like every game has a cheater in it, wouldn't you agree that manual bans would improve relations with the community?
Manual bans are not our long-term strategy as it would not be scalable, but that doesn't mean that we don't do manual bans - they're still very valuable to the team.
Is the overabundance of operators and its resulting unpredictability seen as a design challenge that needs to be addressed?
We had introduced the Pick and Ban and the Sixth Pick to help on this. The current system encourages to pick operators who do a bit of everything or perform specific basic functions and for us it's something we would like to address. The Attacker Repick will answer to this.
I am curious to know how you conceive a new character, and which are the main factors you focus on during the creation; the aesthetic, or the gadgets first?
Sometimes the Gameplay will come first and drive the whole development of the operator. That was the case of Wamai for example, or Hibana as we wanted to give alternative pick choice for teams to fulfill one core function. On the other hand, sometimes the Lore or the history of a CTU is very strong and attractive and drives the process of making the operator, such as Nokk from the Jager Corps.
However, we will never reach a point when we "sacrifice" the gameplay for the lore.
I know people working with R6 have said in the future they hope for around 100 operators, but do you genuinely feel that is realistic with the current trajectory of the game?
This statement of reaching 100 operators was a strong symbol of us, the Siege dev team, claiming and saying to our community that we were HERE TO STAY.
Representation is incredibly important to us as a team. This year, in fact, the team has taken great strides to really level up how we are authentically representing our Operators, for example with the partnership of Nakoda consultants for the creation of Thunderbird. This is an approach we'll be taking moving forward as well, to ensure the future LGBT operators we bring to the game feel like honest, real people.
What are your thoughts on Kali's balance at this current time?
She has a very good secondary weapon and to be honest, for now, we are not looking to give her another primary. For us, if we do that, nobody will use her sniper anymore and that's a shame. So we need to look at the sniper itself how to buff it. We still believe in a bolt action sniper rifle in Siege.
Siege's lore has made a shift from it being a realistic counter terrorist game, to more of an Olympic-style game. What is the reason for this?
It's no secret that our obsession since the beginning has been competition rather than making a realistic and immersive game. So the more the game evolved, the more we felt the need to explore gameplay areas that were no longer compatible with the "realism" and the original settings.
Is there a plan to incorporate new maps instead of just reworking old ones?
Now that the competitive map pool is more solid, we will be switching to hybrid mode. This means that we will continue to maintain and improve the released maps with reworks but we will also start to make brand new ones again.
For Y6S3, we're doing Buffs in 3 competitive maps: Clubhouse, Coastline, and Bank. The 3 maps received a complete tech overhaul (transparent to players) and some gameplay changes (balancing, quality of life). The total amount of changes in those 3 maps are about equal to the number of changes of a single rework. We wanted to be more surgical but tweak more maps.
The top one is overall balancing. Each team must have equal opportunities to win at high skill level of play. There must never be a point where one team can't do anything due to the layout or setups. It is also a question of trade-off. When a map has a certain aspect that favors one side, we try to counterbalance by having something else that favors the other side.
We're still in the early phases so we don't have dates to share, but we are planning an update to Ranked. Among the changes that we have planned one of the core changes is to split the MMR from your ranking. MMR will be kept hidden. Your ranking will be a value that is slowly progresses towards your MMR. It will ensure better matchmaking from the start of the season without the stress of good/bad placement matches. It will also reward dedication on top of pure skill.
As a solo queue ranked player, what are your plans to improve the experience?
We're looking at two possible solutions.
Solo & squad queues: While this would address many concerns, it has a drawback. This option runs the risk of increasing queue times and decreasing matchmaking quality.
A single Ranked queue: Rather than just using MMR, it would also factor in the advantage of playing in a squad vs. playing solo. This would ideally offer fairer matches without splitting the community between queues.
Will the 700 MMR gap be changed? It's difficult to play with my friends with the current restrictions.
We're looking at a couple of different solutions: The most promising one is to allow players to play with nearly anybody (some extreme limitation might apply) and then take into account the squad skill disparity into the MMR update. The goal is to dampen the unbalance that teams with a big skill spread can create.
Do you guys ever plan to rework the MMR/ELO system for ranked to make it more dynamic instead of just being "you get MMR if you win a game" and "you lose MMR if lost a game."?
We want to improve our skill rating system so it computes your skill with better accuracy and more importantly: faster. In R6S it's a bit tricky. We tried using kills and in fact, our system was less accurate by taking that into account, which means that the game is strategic and not just about who got the better aim. We also have to be careful about those stats, they could be datamined and people could try to adapt their playstyle to 'min-max' the stats instead of thinking about winning the game.
Do you plan to do something about the growing number of smurfs in the ranked ladder?
We have already committed ourselves and are currently working on this topic within our team and with our partners to get an accurate understanding of the smurfing ecosystem via data collection and analysis. Currently what we want to do is:
We are looking at account rules modification to establish stronger controls at the account level.
Also, on the game side we will explore various possibilities including the identification of the main account (in terms of performance) to automatically adjust certain values so that alt accounts meet this rank/performance.
At this time, we have no short terms plans to open a North African location but as we said previously, we are open to looking at the options in the future.
What exactly is the reason you guys decided against the AWS/gamelift gameservers?
We have indeed added Gamelift to the roster. The idea behind is 3-fold and pushes to improve the overall server quality of service: Improve our resiliency, offering a service backup in case of outage of our other providers. Mid-term we plan on putting Gamelift in the Siege server pool more frequently in order to improve connectivity.
Why doesn't Siege have a form of bracket tournament similar to the ones in Rocket League or Fortnite?
We are working on a competitive playlist that will be activated only during weekends. We call it the R6 Cup as a code name. 5v5 pre-made squad only. However, new features like the R6 Cup have to be delayed because it's counterproductive to make this feature in the old online environment, and then have to redo it again when the transition it's over.
Will we be getting a gun range and is that idea even being considered?
I am happy to say that we currently working on some prototypes where the focus would be to learn & practice weapon recoil control and also visualize the effect of different weapon attachments.
Any thoughts on removing friendly fire from casual? That game mode is supposed to be relaxing and fun.
There is no plan to remove friendly fire in casual. The problem there is not about being relaxed, it's about toxicity. However, you are right to say that this game is a very sweaty one and we acknowledge that sometimes you might want to enjoy Siege without necessarily having the whole pressure of a 5vs5 bomb match. That's why we are working on a prototype of a TDM mode that we call Warmup. The main goal is to have something easy going, easy opt-in and opt-out where you can practice your aim and try different weapons.
Will there be any more work or updates for Terrorist Hunt?
To be dead honest, we have wanted to remove TH from the game for a while now. It has a lot of flaws, costs a lot to maintain, and doesn't really fit anymore the direction we are taking with Siege. However, it still has some interest and some purpose for some people. So, we said to ourselves that before touching the TH we need to deliver some features that answer the needs I mentioned above. We need to ship a Warmup game mode first. And we also need to have a way to play with bots in a safe environment for people that want to learn or play coop with their friend without playing against human.
What is the ideology that is used to determine the 4 bomb sites on a map?
These days the bomb site areas are decided upfront, and we build around them once we have the building skeleton. We noticed that it is faster to converge toward something solid this way. But there is a drawback, it tends to make all bomb sites more similar to each other's so we must keep this in mind. When we decide on the general location of the 4 bomb sites, we try to cover most of the footprint of the building so that every part of the map will be used at one point.
Is there a plan to make a better Tutorial mode for beginners?
We are actively working on a brand-new Onboarding experience for new players which will take them through the Basics of Siege, such as destruction, verticality, and intel. We also want to have a more Siege-like preparation for players where the essence of Attack and Defend are introduced and how Operators play an important role in this experience.
It's been in discussions on the team for some time, but we've lacked a large enough variety of modes to support a permanent playlist that players would actively use. Our intention is to release on a more regular basis arcades like Golden gun and headshot, until we build a large enough bank, to keep the quality of the matchmaking on par with the rest of the game.
When Game After Death was first brought to TS many asked to cancel the feature entirely. However, Seb Francois (UX Designer) put out a tweet saying "Gameplay After Death is not a 'take it or leave it' situation at all" is this correct?
The community's feedback to Gameplay After Death was super useful after its appearance on the Test Server. It didn't feel balanced, so we're continuing to experiment with it. It's a feature we plan to release someday, but ONLY when it truly feels like it fits within the Siege experience.
Are you guys going to enable cross-play between PC and console, with an option to disable it?
We believe in developing and deploying features in an iterative fashion. This is how we're proceeding for cross-play. So far, console generations (e.g. PS4 & PS5) can play together. Stadia, Luna, and PC players can play together as well. Coming up next is cross-play between all consoles. Crossplay between PC and consoles is a more complicated subject, and we want to make sure we can provide a good experience before activating it. It's not a technical restriction, but more a matter of making sure we have better control over cheating, toxicity, and type of controllers.
Will we see changes to the Battlepass at all, and will we ever see the return of the year pass?
We are looking to re-introduce the benefits that were previously given to Year Pass owners in the short term, including Boosts to Battle Points earned from Premium Battle Pass players. Additionally, we are still not satisfied with our Battle Pass solution overall. We are actively working on a new type of Battle Pass that won't be found anywhere else. We're also looking to tweak challenges and make them more engaging in the upcoming seasons.
We’ve interrupted our usual broadcast to report a “situation” of unprecedented magnitude! It seems an unknown life form settled itself at the French Consulate in Ivory Coast. A team of REACT agents were dispatched to neutralize the threat, but the presence of humanoid creatures ready to stop them raises the question of the unidentified entity’s purpose. Is it here for pure destruction… or to replace us all? From August 3rd to 24th, carry out the Containment!
Y6S2.2 will release the week of July 26 on all platforms. For additional information and further details on the balancing changes listed below, please see the Y6S2.2 Designer's Notes.
Increased Shumikha Launcher grenades to 14 (from 10).
Improved DP-27 destruction:
0 to 4.99m: 0.3 radius hole per shot.
5 to 7.99m: 0.2 radius hole per shot.
Beyond 8m: 0.2 radius hole after three shots.
ZOFIA
Modified M762 recoil so it's harder to control:
Increased vertical recoil.
Horizontal spread is stronger to the the left.
Long burst recoil starts on the 8th bullet (was 12th).
WEAPON BALANCING
ACS12
Increased damage to 69 (from 59).
TCSG-12
Increased damage to 63 (from 57).
TWEAKS AND IMPROVEMENTS
PLAYLISTS
Included Favela map in Ranked and Unranked
Added the reworked Favela map to Ranked and Unranked playlists so players have more opportunities to play and test it.
Added feature to report players who left the game
In the Post-Action Report, Ranked and Unranked players can now block or report players who disconnected before the last EOR replay.
BUG FIXES
GAMEPLAY
FIXED - Players can vault through barricades after a single melee hit.
FIXED - Operator Selection remains stuck on screen during gameplay.
UPDATED - Players can destroy a barricade with certain weapons, causing it to desync and become exploitable. There is an ongoing investigation into this issue to ensure it works as expected for players.
FIXED - Players can deploy a reinforcement or barricade while falling through a hatch.
FIXED - Players can select the same Operator as another player during a match.
UPDATED - Sometimes the Windows cursor remains stuck on screen, blocking camera movement. There is an ongoing investigation into this issue to ensure it works as expected for players.
FIXED - Some players above 4400 MMR are unable to Squad queue with other players, despite being within the accepted MMR range.
FIXED - Players lose camera control if they play a match while under an Abandon Penalty.
LEVEL DESIGN
FIXED - Operators can fall out of bounds or clip through the wall to get inside the building after exiting rappel in the gap between vents at EXT Forklift Alley on Kanal map.
FIXED - Attackers have unfair LOS into 1F Main Hallway and 2F Landing after vaulting over a bush on Villa map.
FIXED - The destructible floor doesn't fully break when Sledge uses the Breaching Hammer on the metal support beams on Favela map.
FIXED - Two soft walls cannot be reinforced while Defenders are standing on a reinforced hatch in 1F Public Bathroom on Consulate map.
FIXED - Gap on top of barricaded doorway allows LOS into EXT Pedestrian Customs on Border Map.
FIXED - Several LOD issues on Villa map.
FIXED - Defuser can be dropped behind indestructible plant pots at EXT Terrace on Villa Map.
FIXED - Player movement dips while passing over the triangular gap between PC boxes in 2F Coin Farm on Favela Map.
FIXED - Deployable devices float when placed on wooden beams on Kafe Dostoyevsky map.
OPERATORS
FIXED - Fuze starts a round with a default weapon loadout if the player doesn't swap between weapons during Operator Selection.
FIXED - Jackal stops rappelling for a moment if gadget is enabled or disabled.
FIXED - Lights on Ace's S.E.L.M.A. Aqua Breacher appear in an incorrect location.
FIXED - When Kali cancels a reload by switching weapons, the player is unable to ADS.
FIXED - When Buck cancels a Skeleton Key reload, the player is unable to ADS.
FIXED - Jackal's Eyenox Model III continues to ping Defenders after Jackal is eliminated.
FIXED - IQ's Electronics Detector automatically reequips after IQ places a Breach Charge.
USER EXPERIENCE
FIXED - Multiple localization issues throughout the game.
FIXED - Deployment SFX is silent when a player deploys a Frag Grenade or C4, then crouches or goes prone at the same time.
FIXED - New HUD can be activated through a game console command.
FIXED - Popup for redeeming the Sunstark bundle crashes the game.
FIXED - Prompts may linger on screen over several rounds.
FIXED - The iron sight attachment for the ITA12S and SMG-12 floats in multiple menus.
FIXED - Players can create a hole in Castle's Armor Panel if they melee a spot near the frame on both sides.
FIXED - Rappel SFX is sometimes inaudible.
FIXED - Keyboard players who browse the Charms category in the shop experience navigation issues.
FIXED - UMP45 has the wrong weapon skin thumbnail for Six Major NA 2021.
FIXED - Booster icon is missing from the Booster activation confirmation side-panel.
FIXED - Battle Pass tab in Post-Action Report does not immediately update for players who complete the last tier of the Battle Pass.
LOCALIZATION
FIXED - Incorrect Traditional Chinese character present in Thunderbird's Bio.
In this latest edition of Designer’s Notes, we'll go into more detail about the balancing changes that’ll come with the Y6S2.2 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
OPERATOR BALANCING
ALIBI
Added 2.0x scope to ACS12 (removed 1.5x scope)
Added 1.5x scope to MX4 Storm
Population targeted by this change: Casual, Top Ranked and Pros.
Despite having a solid mix of utility, including a solid primary weapon and secondary shotgun, deployable shield and impacts, and high speed, her presence in the Balancing Matrix is still low. By changing up her scopes, the intention is to open up new role opportunities for her.
In particular, this should make Alibi more viable in roaming scenarios and appeal to players who are more frag-focused.
FROST
Removed 1.5x scope from C1
Population targeted by this change: Casual, Top Ranked and Pros.
In her current state, Frost has the highest win delta of all the Defenders and possesses a very high kill/death ratio when compared against other Defenders. To prevent her from holding longer angles as comfortably and bring her more in line with other operators, we have removed the 1.5x scope from her C1.
This isn't the only piece to the Frost puzzle, though. We know that her Welcome Mats play a role in her overall strength, but want to first understand the role her gun plays before deciding if it will be necessary to shift focus to this utility. As such, we will be keeping a close eye on her updated performance over time.
TACHANKA
Added Deployable Shield (removed Proximity Alarm)
Increased Shumikha Launcher total ammunition to 14 (from 10)
Improved DP-27 destruction:
0 to 4.99m: 0.3 radius hole per shot
5 to 7.99m: 0.2 radius hole per shot
Beyond 8m: 0.2 radius hole after three shots
Population targeted by this change: Casual, Top Ranked and Pros.
Playing Tachanka should be a blast, but as it stands he has a very low presence in the Balancing Matrix. One of the reasons for this is that his Shumikha Launcher tends to be quite situational and can be unsafe to fire since it renders him defenseless. In addition to increasing its total ammunition to encourage more active usage, Tachanka now has a Deployable Shield which will offer him more protection when using the launcher.
That's not the only improvement Tachanka's received to his destructive capabilities. His DP-27 is also capable of making larger holes per shot at mid-range which, when combined with the added protection of his Deployable Shield, should make him a more fearsome anchor.
ZOFIA
Modified M762 recoil, harder to control.
Vertical recoil increased
Horizontal spread will be stronger to the the left
Long burst recoil will start on the 8th bullet (was 12th)
Population targeted by this change: Casual, Top Ranked and Pros.
Looking at the Balancing Matrix, Zofia continues to have a very high presence, which is due in part to the high fragging potential and ease of use of her M762. In order to bring her more in line with other operators, her M762's recoil has been increased making it harder to control. This comes in the form of increased vertical recoil and more of a horizontal spread to the left.
What's new about this approach (and something we'd love your feedback on), is that while the horizontal spread will be stronger than other guns, it will be more predictable and with much less randomness. This means that while it will initially be harder to control, it should be possible to master the recoil pattern over time.
Since this will require a greater degree of control over her shots to secure frags, we expect Zofia to be less of an all-around pick who has both a strong, easy-to-use primary weapon and useful gadget. Her gadget will continue to be a draw, but those looking for a more easy to use frag-focused Attacker will find Ace, Sledge, and Iana more enticing options.
NØKK
Following experimentation on the Test Server, we've made the decision to put Nøkk's balancing rework on hold.
Our initial objective with this idea was to expand on the player experience of being invisible, making her more useful in a wider range of situations by addressing how her utility interacts with recent gadget and ability additions.
With her existing kit, Nøkk is already a difficult operator the detect. She is invisible to cameras, and she doesn't make noise. If we were to add another invulnerability to detection, it would require removing something from her kit. No operator should be able to reach the bombsite totally undetected, after all.
Most recently, we tried removing the HEL Presence Reduction's ability to muffle sounds, but found players missed this noise reduction more than they liked the immunity to proximity detectors that replaced it. This makes sense, as muffled sounds have more universal utility, whereas proximity immunity's usefulness depends on the Defenders' team composition.
On top of this, we feel that players should always be able to trust their gadgets. By adding this experimental immunity to proximity detection, it made a wide range of additional utility feel unreliable, which we want to avoid.
As a result, we've decided to put these experimental changes on hold and stick with the Nøkk you know and love as we explore other possibilities for the future.
Thank you to everyone who took the time to test out this change on the TS and shared constructive feedback with us. It's hugely appreciated and helps guide future changes that you will truly enjoy playing with!
WEAPON BALANCING
ACS12
Increased damage to 69 (from 59)
Population targeted by this change: Casual, Top Ranked and Pros.
In its current state, the ACS12 has a very low pick rate. Especially when compared with the ALDA and Mx4, the ACS12's fragging potential was more limited, so we have increased the damage of its shots. This should help to bring it more in line with its contemporaries and make it a more viable option.
Note, this change does not affect damage drop-off values, which will remain the same.
TCSG-12
Increased damage to 63 (from 57)
Population targeted by this change: Casual, Top Ranked and Pros.
Similar to the ACS12, the TCSG-12 has a very low pick rate. In order to make it a more viable option, its damage has been increased.
With Goyo and Kaid already being viable operators, this is not intended to further increase their fragging potential. The increase to damage, while a step up from where it was previously, brings the TCSG-12 to a state that is still weaker than it was at release. This should help keep it in balance while still offering options when it comes to selecting their loadouts.
The Y6S2.1 Patch will be released on June 29th on all platforms.
Y6S2.1 Patch Sizes
Below you will find the download sizes for each platform.
Ubisoft Connect: 1.35 GB
Steam: 1 GB
Xbox One: 2.85 GB
Xbox Series X: 3.04 GB
PS4: 1.45 GB
PS5: 1.18 GB
BUG FIXES
GAMEPLAY
FIXED – Timers are set to old values in Quick Match and Newcomer playlists.
FIXED – Bulletproof camera uses old FOV.
FIXED – Players lose control of first-person view if they join a Custom Game while under an Abandon Penalty.
FIXED – Players who leave a Ranked or Unranked match might be unable to rejoin due to infinite loading.
FIXED – Battle Pass 'Sweeper' challenge can be completed by destroying friendly gadgets.
FIXED – Players who enter Support Mode while there are no available Observation Tools are not able to see the Operator model for the player they are viewing.
FIXED – Missing torso or head can be observed during death replay if Operator was eliminated with explosives.
FIXED – Timer for Post-Action Report is short by 10 seconds.
FIXED – Thunderbird is counted in the Battle Pass 'Work for Hire' challenge.
FIXED – Minor EOR Replay issues.
FIXED – A shield can be placed into a reinforced wall and used to pass through walls.
LEVEL DESIGN
FIXED – Various defuser planting and retrieval issues in specific areas on Favela map.
FIXED – Multiple clipping, collision, lighting, and navigation issues on Favela map.
FIXED – Multiple LOS issues on Favela map.
FIXED – Multiple LOD issues on Favela map
FIXED – Various LOD, asset, and clipping issues on multiple maps.
FIXED – Various issues with Kapkan's Entry Denial Device on specific maps.
FIXED – Devices can be placed on a ceiling fan in 1F Customs Inspection on Border map.
FIXED – Oryx can't climb or grip the hatch in B Wine Cellar on Villa map.
FIXED – Defenders cannot reinforce 2 soft walls while standing on the reinforced hatch in 1F Public Bathroom on Consulate map.
FIXED – When a player destroys a barricade and vaults through it, the barricade does not replicate properly.
OPERATORS
FIXED – Thunderbird is locked in-game but unlocked in the Operator album.
FIXED – Thunderbird's Kóna Station marker is visible to Attackers.
FIXED – Thunderbird's Kóna Station is inverted during deployment animation.
FIXED – Montagne's Le Roc Shield appears in front of him when he uses Observation Tools.
FIXED – Smoke's Remote Gas Grenade disappears from view when the observer is over 18 M away.
FIXED – Visual HUD for Jackal's Eyenox Model III is missing.
FIXED – Thunderbird's Kóna Station can generate debris or be destroyed during deployment or retrieval.
FIXED – If Warden walks over a hatch while a teammate is reinforcing, the reinforcement animation is cancelled.
FIXED – Lights on Ace's S.E.L.M.A. Aqua Breacher blink while device is in disabled state.
FIXED – When Doc's Stim Pistol heals a player affected by Lesion's GU, the GU is removed.
FIXED – IQ's device is automatically reequipped after placing a Breach Charge.
FIXED – When eliminated, Maestro can move the Evil Eye camera.
FIXED – Animation glitch occurs if IQ switches between primary and secondary weapons while Electronics Detector is equipped.
USER EXPERIENCE
FIXED – Enabling RAW input affects mouse movement randomly.
FIXED – Host cannot kick another player in a Local Custom Game.
FIXED – Multiple text and voice chat issues.
FIXED – Multiple customization issues.
FIXED – Multiple UI, menu, and localization issues.
FIXED – Various VFX issues.
FIXED – Multiple Caster HUD issues in Spectator Mode.
FIXED – Abusive Chat report option is not displayed for teammates unless PC chat is set to All.
FIXED – Voice Abuse report option is missing for teammates who are not in the player's Squad.
FIXED – Infinite loading occurs after cinematic for Situation Cold Zero.
FIXED – Flash hider and compensator have old descriptions.
FIXED – Generic drone antennas are not fully black.
FIXED – There are no controls displayed in-game when using a PS5 controller on PC.
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.
GAMEPLAY TOPICS - ACTIVELY UNDER INVESTIGATION
Smoke Canister Gas Propagation
The propagation of the gas from Smoke’s Remote Gas Grenades was often problematic, appearing on the other side of undamaged walls, floors, or ceilings. We’ve reworked the propagation system for the gas itself, meaning the toxic gas will no longer travel through unbroken, or unopen boundaries, though it will spread through walls, floors, or ceilings where gaps have been created. We also changed the sound that the Remote Gas Grenades make upon detonation, making it much more distinct.
Status: COMPLETE. Available at Y6S2 launch!
Bullet Hole Peeking
Single bullet holes are often used to gain an advantage, and we recognize that the difficulty in spotting such holes from a distance can cause frustration for some players. With the changes we’re implementing to tackle this, single bullets will no longer create an isolated hole through a wall or barricade (this does not affect weapons with more destructibility), though firing multiple bullets or meleeing a wall will cause a larger hole to appear, as is the case at the moment. This should help reduce the frustration caused by singular bullet holes while still allowing players to make use of destructible surfaces.
Please note, bullet holes in thin materials like window glass and the inner cores of props are not affected by this change.
Status: COMPLETE. Available at Y6S2 launch!
Improved Flash Detection + Consistency
The goal here is to make flash detection more reliable and to give players confidence in this type of utility by improving its consistency. Basically, when you throw a flash, we want you to know how this will affect your opponents and the environment. The solution that we’re working on simulates the light bouncing off objects in the immediate environment, and the results we're seeing are encouraging. We’re currently evaluating the strength of flashes and are excited for players to get a chance to test this change soon!
Status: Y6S3
Enemies Are Too Hard To See With Certain Skins Equipped
We know that certain operator skins are well-known for blending into some environments, and this has led to situations where players felt they were at an unfair disadvantage. Our solution is to add a rim lighting effect to operators. So far, we're quite happy with the results and feel it is cohesive with the art style of the game. We are in the process of aligning on the colour of the rim lighting, and ensuring the effect is consistent across the game's many unique cosmetics.
At the end of the day, we want players to be able to choose the cosmetics they want without gaining an unfair advantage of any kind.
Status: Y6S3
GAMEPLAY TOPICS – NEW ADDITIONS
As the topics above near completion, we’re beginning to set our sights on some additional changes that we believe will have a positive impact on player experience. We wanted to give you an early look at what we're beginning work on and will share more details and timing for these in subsequent Top Issues updates.
Loadout Reset
We’re aware that loadout and customization reset issues are prevalent for some players. While we have noticed the issue occurring during in-game events, we know that the issue is not exclusive to those. We’re investigating the issue and working towards a reliable reproduction and solution for this.
Flinch Animations in PvP
The flinch hit reaction has been a prominent topic across the player base, and this an area that we feel can be improved. We're investigating this topic and and will share updates in future editions of this blog.
DBNO Kills
Getting an enemy to a DBNO state and not receiving a point for the kill has been a source of frustration for players. We’re looking at this, as we feel that the player who downed the enemy should be awarded with the kill point if the enemy is taken out. Not only would this be more rewarding for the initial player, but this could remove a cause of toxicity from the game.
Friendly Fire – Team Gadget Launcher Damage
We are currently looking into the impact of hitting an ally with a gadget (e.g. Lesion's Gu Mines) or a launcher's direct hit (e.g. Mozzie's Pest), so that it no longer deals direct damage or results in a points loss. We are considering this change because such interaction does not bring any additional value to the gameplay experience, while also adding a form of unnecessary toxicity.
Following this, our intended plan is to remove the various damages caused when these situations occur. However, damage related to the end result of a gadget's deployment (e.g. actual explosion of a frag grenade) or launcher's actions (e.g. explosion of Ash's Breaching Round) will still inflict damage to allies and will still be considered within the Reverse Friendly Fire system.
PERFORMANCE AND PLAYER BEHAVIOR
Servers & Connectivity
During Neon Dawn and Crimson Heist we have seen connection based issues having a negative impact on players, and this is an area that we continue to work on at a global level, as we aim to resolve issues at their root.
In order to improve player experience, we’ve implemented a number of changes and shared our results in connectivity updates here and here. These changes have included migrating PC and PlayStation users to better servers, relocating the data centers for Japan and Australia, and launching a Middle East data center. Looking to the future, we have set a number of next steps, including global server migration on Xbox, working with partners to improve performance of the Middle East data center, and migrating servers in the South Africa data center.
Cheating, Hacking & Toxicity
Automating Data Bans
In our last Anti-Cheat DevBlog, we mentioned that we were working on building new cheat detections based on statistics to uncover our most disruptive cheat users. While this process was originally performed manually to stress test and validate its accuracy, we're excited to announce that we've updated it to be automatic. This mean that sanctions for cheaters identified through data-based detections will be delivered faster, reducing their impact on the community!
Implementing this automated process allows us to work in parallel and strengthen our collaboration with BattlEye. In the coming months, we will continue to develop new models and detection opportunities to increase our velocity on this front.
MMR Rollback
We are continuing to evolve the MMR rollback system by improving reactivity and minimizing negative impacts on honest players. The goal of MMR rollback is to help players who were in an unfair match. That being said, we know that it is frustrating for honest players to have their MMR rolled backed for matches where they won against a cheater, and we are working to address that.
We will continue to tweak the design as we work towards a clear and fair system. We are not able to share an exact timeline right now but are aiming for Season 3; stay tuned for more updates!
Preventative Sanctions
This past year we have been working on the implementation of preventative sanctions, one of the first visible aspects of the reputation system. In the future, by detecting patterns of griefing and harassment, we will be able to preventatively activate sanctions, allowing us to quickly deal with repeatedly disruptive players and reduce the frustration associated with them.
One of our first integrations for preventative sanctions will be oriented around Reverse Friendly Fire, and we will then expand the scope to other issues. We believe that this new way of controlling regular abuses will greatly contribute to the detection and prevention of disruptive behaviour. As with other topics above, stay tuned for more updates!
Abandon Match Penalties
We have increased sanction penalties for abandon-related offences, which players will notice with the launch of North Star. Paired with the recent improvements to match cancellation, we expect this to help discourage players from match abandons and limit the overall impact on committed players.
DDoS On Consoles
Over the last two seasons, we’ve made valuable progress in our fight against DDOS attacks on console, mitigating the effects of attacks. In addition to this, players who use this method of cheating are being banned, and our detection of such actions are constantly being improved. We will continue to look for methods of continued improvement as we seek to protect players from DDoS attacks.
Status: Ongoing
Mouse & Keyboard On Consoles
This subject is still a project priority, and the team continues to make progress. We appreciate your patience and look forward to sharing more in the future as we continue to refine our approach.
Status: Ongoing
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Updated: November 30th 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.
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 use another players live-stream for information, or to act in a toxic manner because they are aware of the live-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 and 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.
Below you will find the download sizes for each platform.
Ubisoft Connect: 6 GB
Steam: 4 GB
Xbox One: 4 GB
Xbox Series X: 5 GB
PS4: 4 GB
PS5: 4 GB
BUG FIXES
GAMEPLAY
FIXED – Desync between reload animation and inventory ammo for some weapons.
FIXED – Small props and debris on floor can block fire propagation.
FIXED – Fire propagates under half-wall in 1F Waiting Room on Border map.
FIXED – PC players cannot rotate their selected weapon if they are in the middle of prepping a device to be deployed.
FIXED – Pause timer for Local Custom Games has a maximum time of 10 minutes.
FIXED – Nitro Cell deals only 80 damage in PVE.
FIXED – Pulse's Cardiac Sensor doesn't detect opponents at a particular angle.
FIXED – If host leaves a Local Custom Game, the Pause/Resume feature is not immediately transferred to the new host.
FIXED – Players who leave a Ranked or Unranked match may cause infinite loading and be unable to rejoin.
FIXED – Player card has no icon or cause of death when an Operator is eliminated by Gridlock's Trax Stingers.
FIXED – Death replay icon is present when a player is bleeding out.
FIXED – When an Operator is pinged with red pings before they are eliminated, the pings do not appear in death replay.
FIXED – AOE deployment effect of multiple devices is not seen during death sequence.
FIXED – Allied outlines don't appear during death sequence.
FIXED - Players can't see through bullet holes made in barricades.
FIXED – In Hostage, EOR displays player point of view if round times out or ends with no eliminations.
FIXED – Reinforcement animation ends before progress bar completes.
FIXED – On the last elimination, the player card appears for a fraction of a second before EOR.
FIXED – Defuser cannot be picked up after defusing 1 bomb in PVE.
FIXED – Scope reflection lens appears stretched on Favela map.
FIXED – Sound is muffled when player hits the opaque side of Mira's Black Mirror.
FIXED – If Warden walks over the same hatch a Defender is reinforcing, the reinforcement animation is canceled.
FIXED – If Operator is healed by Doc's Stim Pistol while affected by Lesion's GU, it removes the effect of the GU.
FIXED – Operator is sometimes missing parts of torso or head during death replay if they eliminated themselves with explosives.
LEVEL DESIGN
FIXED – Multiple LOD issues on various maps.
FIXED – Various defuser planting and retrieval issues in specific areas on maps.
FIXED - Exploitable gaps in various map areas.
FIXED – Multiple clipping, collision, destruction, and asset issues on various maps.
FIXED – Multiple lighting issues on various maps.
BANK
FIXED – While sprinting, Operators are unable to vault over 1F Tellers counter on Bank map.
BORDER
FIXED – Collision issues with windows between 1F Tellers and 1F Waiting Room on Border map.
FIXED – Bulletproof camera's view is obscured when deployed on a server in 1F Server Room on Border map.
CONSULATE
FIXED – Players can glitch through the van in B Garage on Consulate map.
FAVELA
FIXED – A pixel peak is present between 2F Mezzanine Stairs railing and east wall on Favela map.
FIXED – Incorrect compass location is displayed at southeast end of EXT Back Alley on Favela map.
FIXED – LOD issue on wood planks around wall that's east of EXT Football Field on Favela map.
FIXED – Operators can get stuck between the wooden beams and car battery on Favela map.
FIXED – Operators can get stuck between the plant pot and trash bin on Favela map.
FIXED – Invisible collision on small cement stairs at EXT Street on Favela map.
FIXED – Uncomfortable transition between EXT Tunnel and EXT Football Field on Favela map.
FIXED – Players clip through floor of 1F Laundry when exiting rappel near the pink wall at EXT Courtyard on Favela map.
FIXED – Ceiling fan above mattress in 1F Blue Bedroom can block Operator movement on Favela map.
FIXED – Player movement is hindered when approaching the ramp near EXT Market Roof spawn point on Favela map.
FIXED – Floors covered by fallen doors on Favela map are difficult to destroy with melee attacks and Maverick's Breaching Torch.
FIXED – No destruction VFX after destroying empty trash bags on Favela map.
KAFE DOSTOYEVSKY
FIXED – Insufficient light inside the cabinet in 2F Main Corridor on Kafe map.
KANAL
FIXED – LOS can be created by shooting through the foam ceiling on Kanal map.
OREGON
FIXED – LOS can be created by shooting through the foam ceiling on Oregon map.
OUTBACK
FIXED – Operator's legs clip the wall when they go prone between the wall and sign at EXT Picnic Area on Outback map.
TOWER
FIXED – Attacker drones will lose functionality after going under the tables at 1F Restaurant on Tower map.
VILLA
FIXED – Northwest corner of EXT Veranda is darker than the rest of the balcony on Villa map.
FIXED – Lighting is missing in areas around EXT Front Entrance and EXT Greenhouse on Villa map.
OPERATORS
FIXED – Multiple scoring issues for various Operators.
FIXED – Multiple device issues for various Operators.
FIXED – Multiple minor animation issues.
ALIBI
FIXED – Highlight around Alibi's Prisma is missing.
ARUNI
FIXED – Aruni's Surya Gate deployment scoring is not capped at 3.
DOKKAEBI
FIXED – Defenders' phones appear invisible in Support Mode while players are resetting them after Dokkaebi's Logic Bomb.
ECHO
FIXED – Echo's Yokai is briefly seen after being destroyed if the player presses the space bar at the same time that it's destroyed.
FIXED – Echo's MP5SD has a muzzle flash even though it's suppressed.
FINKA
FIXED – Finka's boost does not provide ADS speed increase for Blitz and Montagne.
FLORES
FIXED – Flores does not take damage from his RCE-Ratero Charge if he uses another one at the same time as the explosion.
HIBANA
FIXED – Hibana's first person view is offset when she rappels upside down, making X-Kairos pellets bounce off the wall.
JACKAL
FIXED – Controller rumble issues for Jackal's Eyenox Model III.
MAVERICK
FIXED – Maverick's melee animation breaks when the Breaching Torch is equipped.
MELUSI
FIXED – Melusi's hands are missing from her deployment animation.
FIXED – Collision issues between Melusi's Banshee Sonic Defense and sticky devices.
ORYX
FIXED – No feedback text when Oryx's Remah Dash is unavailable.
SMOKE
FIXED – Smoke's Remote Gas Grenade does not propagate properly on some floors and ceilings on Oregon, Club House, Coastline, Theme Park, and Outback maps.
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 Y6S1 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 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.
Twitch Partnered.
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.
Loss of Twitch Partnership.
Rainbow Six Siege reserves the right for removal of any charms.
Throughout Year 6 Season 2, we are excited to continue the Sixth Guardian Program! The program aims to support a charity via the sales of an in-game bundle which is available throughout the entire length of a Season, with 100% of net proceeds (with a minimum of $6 USD per bundle sold) going 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.
The program's inaugural run, with Y5S4's Doc Bundle, proved very successful, resulting in over $170,000 USD raised for AbleGamers Charity. We thank the great folks at AbleGamers for the wonderful partnership, and hope to find opportunities to work with them again in the future!
This Season, we’re releasing the "Valkyrie SG" bundle. All proceeds will go towards Stack Up, which is a wonderful military charity supporting active and veteran service members from the US and allied nations by promoting positive mental health and combating veteran suicide through gaming.
This bundle features a full Valkyrie set with Stack Up's signature red coloring and Sixth Guardian branding. Specifically, the set includes:
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 2 ends!
In Y6S1 we’ve teamed up with Prime Gaming and launched our Community Artist Bundle Program by releasing the very first community-designed operator bundle: The SAU_SIEGE Bundle for Caveira.
With this program, we want to celebrate our amazingly creative and dedicated community artists and give them a chance to be represented in-game. Each selected artist gets to create a full set for an operator of their choice and these bundles will drop over the course of Year 6 and beyond.
We’re excited to continue our partnership with Prime Gaming in Y6S2 North Star to bring you the next edition of our Community Artist Bundle Program. As we announced during the Ubisoft Forward Post Show on June 12th, it’ll be a bundle created by artist Sunstark for the operator Lion.
Have a look at the full VOD of Ubisoft Forward to learn more about this bundle in a video interview with Sunstark herself, and for more exciting news and updates from our Siege Community Team.
This set for Lion includes the Sunstark:
Uniform
Headgear
V308 Weapon Skin
Charm
HOW TO REDEEM THE BUNDLE
The Sunstark Operator Bundle will become available through Prime Gaming starting from Thursday, June 17th. Make sure to claim it once it's live, as it will be available for a limited time only!
Prime Gaming members will be able to claim this exclusive set for free. If you’re not a Prime member yet, you can sign up for a free trial.
Until the Sunstark Operator Bundle will be live on June 17th, you can unlock a 7-day Renown Booster with Prime right now!
Receive the content automatically in-game within 48 hours.
ABOUT THE ARTIST
Sunshine Kim, better known as “Sunstark”, is a professional concept artist from South Korea and she has been drawing impressive fan art of Siege’s operators since 2017. Through her attention to detail and love of the operators’ biographies, she became a role model to many artists and a core pillar in the Siege community.
But there’s even more to her story than that – while her Lion bundle was in production last year, Sunstark was hired by Ubisoft to work full-time on Siege as a Character Concept Artist. We’re proud to have such a talented personality coming from the community and joining our art team to create even more amazing content for our players in the future!
Lion is Sunstark’s absolute favorite operator (she calls herself “the mother of all lions”), so it was crystal clear to her (and us!) that she wanted to create this set for him. When she drew a concept of Lion as a firefighter some time ago, she received many heartwarming messages from real firefighters, who wanted to see her design in-game. This inspired her to dedicate her Lion bundle to first responders in our community.
Have a look at her Twitter and Instagram channels and make sure to follow her for more awesome art!
FAQ
What is the Community Artist Bundle Program?
The Community Artist Bundle Program launched in Y6S1 and it brings operator bundles created by some of our most talented and dedicated Siege fan artists into the game.
I’m a Siege fan artist too – what can I do to get selected as well?
Given the length of our production cycle for in-game content, the fan artists for Year 6 have already been determined. However, we are always on the lookout for future participants. If your goal is to see your bundle in-game, continue showing us your passion and strive to be an outstanding member of the Siege community. We have multiple ways for our dedicated community artists to get more involved with the game, such as the Siege Champions Program.
How can I get the Y6S2 Sunstark Operator bundle?
Link your Ubisoft account with your Amazon account here and claim the Operator set through Prime Gaming starting from June 17th. After successfully redeeming the content, it will be available in your in-game inventory within 48 hours. Players must have Lion available as an operator.
Can I buy the Sunstark Operator Bundle with Renown or R6 Credits as well?
The Sunstark Operator Bundle is exclusive to Prime Gaming for a limited time only and can be obtained via the Prime Gaming offer as described above. Prime Gaming is included for free with Amazon Prime, and free trials are available for new users.
Will this offer be available on all platforms?
Yes, it can be redeemed on PC, Xbox One, Xbox Series S|X, PlayStation 4, PlayStation 5, Amazon Luna, and Google Stadia.
How long will this offer be available?
Following its release on June 17th, you have one month to claim this offer via Prime Gaming.
I don’t see my rewards.
If you’re having trouble redeeming your Sunstark Operator Bundle, please contact our support.
For more information about Prime Gaming, visit the Prime Gaming FAQ.