Tom Clancy's Rainbow Six® Siege - Ubi_Frog


In this latest edition of Designer’s Notes, we'll go into more detail about the balancing changes that’ll come with Crystal Guard 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





SYSTEM REWORKS

AMMO COUNT + MAGAZINES
  • Adjusted ammo count for primary and secondary weapons to set a consistent magazine ammo range for each weapon in a weapon type
Population targeted by this change: Casual, Top Ranked and Pros.

Over the past couple seasons, we've spent a great deal of time behind the scenes looking at how we could rework the ammo system. Specifically, we wanted to establish a consistent ammo count range between weapons of the same type, while also improving the experience and increasing the ammo of "utility" weapons like DMRs and shotguns. Below, we've broken out the updated total ammo ranges for each weapon type (except for secondary shotguns which will remain unchanged), alongside explanations for each weapon type's change:



In addition to everything noted above, each weapon will also get one extra bullet, similar to what you previously saw with open bolt guns. Unlike open bolts, closed bolt guns will get this extra bullet in their initial magazine.


DAMAGE DROP-OFF & SILENCERS
  • Adjusted damage drop-off for each primary weapon type (except for shotguns with spread pellets) to have consistent, linear curves
  • Unified damage drop-off for silencers (15%) across all primary weapons (except for shotguns with spread pellets)
Population targeted by this change: Casual, Top Ranked and Pros.

Similar to streamlining "hidden" passive abilities with past updates, we've wanted to rework how damage drop-off functions for a while now. With so much going on under the hood, weapons have historically had multiple different damage curves that address damage drop-off over distance while reacting differently to certain attachments - specifically silencers. This made it hard to pick up a new weapon (even if it was the same type as the last one you were using) and understand at a glance how it would react to long-range engagements without first taking it to the lab.

With Y6S3, we want to take the guesswork out of damage drop-off by giving each primary weapon type (except for shotguns with spread pellets) its own distinct, linear curve that's consistent across every weapon in that type. While you won't notice a change with pistols, secondary SMGs and regular shotguns, the following weapon types and Glaz's OTs-03 have all received tweaks to their damage drop-off curves. The first distance value represents the point at which damage begins to drop off. Damage will drop off in a linear curve until it reaches (and then stays at) its minimum damage at and beyond the second distance value:



As for silencers, we've made the damage reduction of this attachment consistent across all guns. As many of you have rightfully pointed out in the past, the loadout screen previously claimed that silencers had the same effect on all guns, even though there were slight variations in the damage reduction per weapon. With Y6S3, we're making 15% damage reduction the uniform value across all weapons that have a silencer equipped, which will now be reflected accurately on the loadout screen.


FLASH DETECTION
  • Ying's Candela, Blitz's G52-Tactical Shield, and the Stun Grenade use a new flash detection system that calculates flash duration. It takes the environment and angle of the explosion into account as well as players' distance and orientation.
  • If an Operator is affected, they will always be flashed at 100%, but the duration will change each time, increasing the reliability of the flash effect.
Population targeted by this change: Casual, Top Ranked and Pros.

One of the most frustrating parts of coming face-to-face with a flash has always been the consistency. It's not fun to use a gadget and be unsure of exactly how it will affect your enemy. In order to address this, we've completely reworked how flashes interact with operators and the surrounding environment in order to take the guesswork out of encounters.

The new flash detection system uses four parameters to determine the intensity of flash a player will encounter. Whenever a player throws a flash, it now calculates the operator's distance from the explosion, the orientation of that operator, the environment around them, and the angle of the explosion. This calculation is performed for every player caught in a flash's radius, ensuring everyone's results are accurate to their situation, while still being consistent across matches.

With this change, we hope that players will be able to trust the consistency of their flashes once more as they come to understand exactly how they should react in a given situation. We expect that this reliability will also increase their effectiveness in combat, making them a more valuable resource.


HP REPLACING ARMOR
  • Operator armor will be converted to HP:
    • 3-armor operators will have 125 HP
    • 2-armor operators will have 110 HP
    • 1-armor operators will have 100 HP
  • Rook's Armor Plates will grant a buff to permanent HP for the round:
    • Picking up Armor Plates will buff an operator's maximum HP by 20 until the end of a round
    • Any heals will heal up to this new maximum value for the duration of the round
  • HP is now represented using a bar in the HUD instead of a circle
Population targeted by this change: Casual, Top Ranked and Pros.

Many of you likely got your first taste of this on the Y6S2 Test Server. Well, we're happy to extend this rework to Siege's Live servers this season. The goal was to streamline certain "hidden" passives that are difficult to understand at a glance in a match without hitting the lab or looking at a ton of different variables.

To streamline this and establish clear health pools for all operators, each armor class has been assigned a different HP total. This should make it easier for players to accurately judge the impact of an offensive play and coordinate accordingly, taking the mystery out of armor values. We've also updated the way HP is represented in the HUD to make the information clearer at a glance, specifically the different amounts of HP for each armor class and the immediate effects of damage, heals and overheals on these values. This also means that everyone - from players to casters - will see HP represented in one unified style.

It's also important to note that this is the first step in an eventual move away from rigid armor and speed ratings. They can be artificially limiting when trying to realize an operator, so in the future we would like to rework speed values in a manner similar to this HP rework, ultimately opening more options for balancing operators. While we don't have a timeline to share at the moment, we're investigating this and will be sure to follow a similar process of working with pros, testing on the Test Server, and digging into your feedback to ensure any reworks meet your expectations.


SCREEN SHAKES
  • Screen shakes that result from explosions are now reduced across the board and are completely removed from certain device explosions
  • Screen shakes are completely removed from explosions caused by:
    • Ela's GRZMOT Mines
    • Zofia's KS79 Lifeline concussion grenades
    • Echo's Yokai sonic bursts
    • Nomad's Airjab Launcher repulsion devices
Population targeted by this change: Casual, Top Ranked and Pros.

While screen shakes can be an important effect to convey the power of an explosion, we've heard from players that they can be overwhelming, uncomfortable, and particularly intense when the effects come from multiple sources simultaneously. In response to this, we’ve reduced the intensity of screen shakes coming from explosions, while removing screen shakes from certain gadgets completely.

Since this change affects quite a few operators and gadgets, we wanted to dig into some of the reasons for these changes. Looking first at concussive blasts and Echo's Yokai bursts, we've found that their effects can be frustrating, jarring, and produce some physical discomfort when paired with screen shakes. At the end of the day, they should be efficient at disorienting affected players in-game without creating discomfort outside of the game. Of course, they will still retain their other disorienting effects to ensure they operate as you've come to expect in-game. For Nomad's Airjabs, our intention was to make the screen shake intensity consistent with the lethality of the explosion, so we decided to remove screen shakes from the non-damaging explosion. The push-back will still feature a screen shake as you would expect, but the non-lethal explosion of the device will not add to the ability's existing shake.

Our intention is for this to create a competitive environment where screen shakes are experienced in expected scenarios, but are not overbearing. Specifically, approaching this as a matter of comfort rather than a nerf. It's also worth noting that we're investigating options to accommodate players who are prone to motion sickness in the future. While we don't have any dates to share, we'll be sure to share updates when we can.


OPERATOR BALANCING

A NOTE ON OSA
We know you're excited to give Osa a try on the Test Server - we're right there with you! While the Test Server will launch tomorrow as mentioned in the reveal, Osa's Test Server debut will be delayed by one day. The team wants to make sure we do her justice for her debut. Just like her work leading Nighthaven R&D, sometimes it takes a little extra time to make sure you're getting the best possible first experience.

That means Osa will be available to play on the Test Server beginning Wednesday, August 18. You'll still be able to check out the many operator changes below and map buffs coming tomorrow, so we appreciate your patience as we get Osa ready for testing. We can't wait to hear what you think of her!


FINKA
  • Added Frag Grenades (removed Hard Breach Charge)

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

Moving into Y6S3, Finka's win delta is the highest of all Attackers, but her presence continues to be among the lowest. She has an effective loadout, but so much of her play requires effective coordination with her team.

By replacing her Hard Breach Charge with Frags, the intention is to approach her in a way that's similar to Iana. Whereas Iana is an intel gatherer with Frags and the GONNE-6, we wanted to extend this to an operator in the healer/support role, making Finka the clear choice. Our hope is that this change in utility will open up more on-the-fly strategic options for her.


FUZE
  • Cluster Charges
    • Can be deployed on reinforced surfaces and Mira's Black Mirror
    • Charges take longer (3s) to pass through reinforcements
    • Reduced charge bounce after triggering
    • Extension tube is now vulnerable to damage
    • Added gadget light to signify phase of activation
    • Added VFX for Cluster Charge triggering on soft walls and reinforced surfaces
    • Added SFX for Cluster Charge triggering on reinforced surfaces
  • Increased recoil on AK-12
Population targeted by this change: Casual, Top Ranked and Pros.

Despite having an interesting ability, Fuze has struggled to increase his presence. We know that some of this comes from his ability, specifically that it can be difficult to understand exactly what effect it will have on the other side of the surface it's applied to. To improve on this, we've reworked Cluster Charges. In an effort to make their effects clearer, we reduced the amount they bounce after being triggered and added a light to show what phase of activation the device is on. Probably most exciting is that Cluster Charges are now useable on reinforced surfaces.

Now that they're no longer restricted to soft walls, Fuze's Cluster Charges will be useful in a much wider range of scenarios. This is expected to make Fuze a strong counter for heavy utility strategies thanks to his increased effectiveness against bulletproof utility. Plus, the more versatile nature of being able to deploy on reinforced surfaces should make Fuze more fun to play, as this opens up more options for in-the-moment strategies.

For those looking to counter Fuze, this rework also opens up some new options:
  • Now that it can be deployed on reinforced surfaces, electricity can be used to effectively destroy it.
  • It also won't trigger if it's within the range of Mute's Signal Disruptor, although if the disruptor is placed once the Cluster Charges have already been triggered, it won't have any effect.
  • The updated visual effects will allow players to accurately anticipate where the charge has been placed.
  • While players won't be able to shoot the gadget until it has breached the surface, its extension tube can now be destroyed with any type of damage. Note, no matter how quick you act, the gadget will always release at least one sub-grenade.
  • The charge will now take longer to drill through Castle's Armor Panel and Mira's Black Mirror, making them a little more reliable.
For information on the increased recoil on the AK-12, scroll down to the Weapon Balancing section.


GLAZ
  • Increased OTS-03 magazine size to 15 bullets (from 10)
Population targeted by this change: Casual, Top Ranked and Pros.

As it stands with the Balancing Matrix, Glaz has a very low presence and win delta. Considering he only has a single primary weapon available to him, it's important that it serves him well. Tying into the rework to ammo mentioned above, we've increased his DMR's mag size and updated his maximum ammo to fit the weapon class' new normalized values. This should encourage more active play in the field, especially when he previously had less ammo when compared to other DMRs.

Now, missed shots won't be as immediately punishing given his larger magazine and ammo reserve. Players will be able to approach combat situations more aggressively, making him a more viable pick for players who like the range of his loadout, but also want to get in their opponents' faces more often.


IANA
  • Removed 2.0x scope from G36C
  • Removed 2.5x scope from ARX200
Population targeted by this change: Top Ranked and Pros.

Since the last update, Iana's presence has been steadily rising, to the point where she now has the second highest amongst Attackers. An increase was expected following Zofia's nerf, but similar to Ace and Sledge who are receiving nerfs to bring their presence, versatility and fragging potential in line with other Attackers, Iana is also receiving some tweaks to her kit.

Specifically, the longest-range scopes for her two primary weapons have been removed. The intention here, much like the others mentioned above, is to lower her overall versatility, as she is capable of excelling in just about any situation. Now, it will be more important that players make strategic use of her Gemini Replicator to get an edge on their opponents rather than simply picking them off at range with such a powerful kit.

To give some more background to this balancing philosophy, with all these changes to weapons, we want to make sure that operators with really strong or essential utility don't also excel as strongly in the fragging department. That's not to say that we want to completely cut their fragging potential if they have strong gadget utility - simply that we want to find a balance between the two. As a gadget-based game, removing utility puts more emphasis on weapons. We try to explore weapon-based adjustments first where possible, as this allows us to make more granular adjustments to the balance without causing the meta to swing too strongly to being weapon-first, utility-second. We previously saw this happen after adjusting the utility meta, which made utility easier to clear. These wild balance swings create frustration for players, so we think it's important to take a more iterative approach to find that sweet spot, and it just so happens that beginning with weapons is often the best starting point.


IQ
  • Electronics Detector
    • Can use Ping 2.0 through walls
    • Can ping operators with wearable electronic devices (Vigil, Counter-Defuser, etc.)
Population targeted by this change: Casual, Top Ranked and Pros.

When it comes to intel gathering, IQ has historically been a solid pick. This is despite the potential shortcoming that much of her value requires quick and effective communication with the rest of her team. Unfortunately, not all players find themselves in situations where this is possible. That's where Ping 2.0 comes in.

We've updated IQ's Electronics Detector to now use the Ping 2.0 system when scanning for electronics. This means IQ no longer needs to use comms to contextualize pings. Once pinged with the Electronics Detector, the rest of the team has the most important intel at the ready on-screen. The goal here is to make IQ even more effective in her intel-gathering role and make it easier to share information if voice comms aren't available. This also allows her to keep the focus on her actions in-match instead of having to also make regular call-outs, which should help speed up her game.

This rework also increases the effectiveness of her interaction with Dokkaebi. Since cell phones function as wearable electronic devices when in use, IQ is now able to share more contextual info with her team when she spots Defenders affected by Dokkaebi's Logic Bomb.


MUTE
  • Signal Disruptor
    • Disruption zone shape changed to sphere with the same radius of 2.25m (from cylinder)
    • Warning zone shape changed to sphere and radius reduced to 4.75m (from cylinder, 6m radius)
    • Added AoE VFX (red area removed)
    • Added new LEDs
    • Improved accuracy of bullet collision
Population targeted by this change: Top Ranked and Pros.

The heavy utility meta has made it very clear that while many operators offer incredible utility through their abilities, some are still overtuned. One of those operators is Mute. He has become an popular pick for his Signal Disruptor, which acts as an extremely powerful denial tool thanks to its large area of effect - particularly vertically. From denying intel to denying entire reinforced walls, the Signal Disruptor has been in need of a tweak for a while now.

In its pre-Y6S3 state, it used a cylindrical shape for its area of effect, which began at the device's base and extended vertically. This allowed it to cover a significant amount of space in a column, effectively denying on its own terms while also outclassing the options of similar operators. With Y6S3, its area of effect has been changed to a sphere, extending outward with the Disruptor at its center. This means that while the disruption radius will stay the same at ground level, it will not extend to the same vertical heights as before.

With this change, the goal is to make Mute less of a jack of all trades denial expert and instead make him more focused on intel denial. Since the device's disruption radius is the same at ground level, he'll continue to excel at cutting off drones. This should then open the door to more viable denial picks like Bandit, while encouraging a wider range of strategies and synergies.


SLEDGE
  • Removed SMG-11
Population targeted by this change: Top Ranked and Pros.

Coming into Y6S3, Sledge continues to show an upward trajectory on the Balancing Matrix, rising in presence and win delta. A big part of his comes from the high degree of utility in his loadout that makes him incredibly versatile.

By removing his SMG, this will bring his overall versatility down and encourage a slightly more focused approach to his moment-to-moment play, given his strong soft breaching capabilities and vertical control. We may be closing one door for Sledge, we can't imagine anyone better at breaking open another door in its wake.


TWITCH
  • Equipped with a regular drone during Preparation Phase - only 1 regular drone available
  • Shock Drone can jump
  • Shock Drone's projectile changed to laser (from taser)
    • Deals 5hp damage (from 1)
    • Has infinite range
    • Does not disable electronic devices
  • Shock Drone has a larger bullet collision (double the size)
Population targeted by this change: Casual, Top Ranked and Pros.

It's possible that some of you caught a hint of this earlier this year, but the secret's out - Twitch's Shock Drone can jump now! That's not all, though. In addition to getting a little more mobility, we've tweaked the drone's projectile to bring its damage type more in line with other gadgets. This means that it will now deal damage that destroys gadgets, rather than disabling them.

To offset this increase in utility, Twitch won't immediately have access to a Shock Drone. Instead, she'll begin the Prep Phase with her sole regular drone. Once the round starts, though, she'll be able to use her new and improved Shock Drone. While we expect many of Twitch's existing strategies to stay the same following this rework, normalizing the drone's damage type to match other lasers should help make its effect more clear at a glance. Since this is quite a large change, however, we want to hear what you think about it.


WEAPON BALANCING

AK-12 (ACE, FUZE)
  • Increased recoil on AK-12
    • First shot kick increased
    • Vertical recoil increased
    • Horizontal spread will be stronger and constant to the right
    • Long burst recoil will start on the 10th bullet (was 12th)
Population targeted by this change: Top Ranked and Pros.



Please note that recoil simulations shown are representative of recoil on PC without attachments.

We know recoil changes can be frustrating, especially when they target an operator as widely loved (at least by Attackers) as Ace. They require you to rethink and relearn muscle memory, so we want to help with that process. Moving forward, we will be sharing diagrams that break down the before and after for any recoil changes. This should help to visualize the change up-front and take a lot of the guesswork out of the relearning phase.

For Ace, it's likely not surprising that he continues to boast one of the highest Attacker win deltas on the Balancing Matrix. His AK-12 is a force to be reckoned with and the utility that comes from a ranged hard breach makes him a powerful all-around operator which is reflected in his presence. By giving his primary a little more kick, this should help bring him more in line with other Attackers while maintaining the unique utility he brings to a team.

Fuze is a different story. As mentioned above, his Cluster Charge has been buffed considerably, which is expected to make him a strong counter to current heavy utility strategies. Our intention is for his increased effectiveness against bulletproof utilities to far outweigh the AK-12's nerf. As always though, we will be keeping a close eye on him post-patch to make sure this change is tuned appropriately and can tweak as necessary.

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Aug 4, 2021
Tom Clancy's Rainbow Six® Siege - Ubi_Frog


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.

(Full Post here)


CHEATING/BANS

What are your plans to fix the cheater issue?

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.

(Full Post here)


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.

(Full Post here)


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.

(Full Post here)


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.

(Full Post here)


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.

(Full Post here)


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.

(Full Post here)


OPERATORS

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.

(Full Post here)


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.

(Full Post here)


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.

(Full Post here)


How does the balancing team incorporate less tangible factors into their process when balancing operators?

We have different processes:
  • The Balancing Matrix helps us to have an overview/data of the performance of the Operators.
  • Regular pro workshops to collect feedback from them.
  • We also have calls with the pro players to present them various ideas/balancing changes. Those are also an important source of information.
  • We have all the week some internal Playsessions to test each change/rework -- with different player levels.
  • Finally, of course, the community's feedback is another of our core inputs, which comes to us regularly from our community team.
(Full Post here)


Why does Twitch's gadget completely prevent her from having two regular drones like every other attacker?

We are agreed! News coming (very) soon for Twitch.

(Full Post here)


Are there any plans to change something about IQ's kit, whether that be her loadout, gadget etc.?

There is a plan for IQ to improve the intel sharing, so stay tuned!

(Full Post here)


Will there be any LGBTQIA+ representation?

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.

({LINK REMOVED})


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.

(Full Post here)

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.

(Full Post here)


When you think about how the game has evolved from the beta to now, are there any gadgets you feel didn't keep up in viability or purpose?

We cannot imagine releasing some of our Legacy operators today, this is why we have established some guidelines to help the creation of the operators:
  • Define the player skills needed to manage each operator such as knowledge skill, communication skill, resource management skill, ...
  • We need to have some balancing levers
  • Play around soft counter instead of Hard Counter -- Soft counter creates more gameplay and implies more skill.
(Full Post here)


MAPS

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.

(Full Post here)


What kind of maps will we see changed in Y6S3?

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.

(Full Post here)


Any plans on reworking Bartlett U. into an actual PvP map, or is it destined to be excluded forever?

It will come back in some form. We are currently trying some things from minor changes to a complete overhaul.

(Full Post here)


What aspects of a map make it 'competitive'?

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.

(Full Post here)


RANKED

When is the rank rework taking place?

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.

(Full Post here)


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.
(Full Post here)


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.

(Full Post here)


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.

(Full Post here)


Will attack repick be coming soon?

The ATK repick is planned to be pushed on the Test Server in Y6S4 (but will not ship immediately).

(Full Post here)


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.
(Full Post here)


Is there a plan to fix the rollback system to rework it?

As mentioned in our last [Top Issues & Community Concerns](https://www.ubisoft.com/en-ca/game/rainbow-six/siege/news-updates/1YPQ5yw9TaRhQwghjStqn2/top-issues-and-community-concerns) article, we are currently working on a major update of our MMR Rollback system. This new version aims to bring changes that will restrict the time window for rollbacks and addressing rollback that occurs when you win against a cheater.

(Full Post here)


SERVERS

Will North Africa get its own servers?

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.

(Full Post here)


Can you add the option for picking your server on console?

It's a direction we want to go in, but unfortunately, we don't have it in our timelines right now.

(Full Post here)


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.

({LINK REMOVED})

GAMEMODES/DESIGN

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.

(Full Post here)


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.

(Full Post here)


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.

(Full Post here)


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.

(Full Post here)


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.

(Full Post here)


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.

(Full Post here)


Will there be a permanent Arcade playlist?

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.

(Full Post here)


Will you guys plan on rotating Arcade modes more often?

We are looking at how we can increase the frequency of Arcades while still having enough diversity so that it doesn't become redundant for players.

(Full Post here)


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.

(Full Post here)


Can we please get cross-save?

It's coming in 2022 :) You'll be able to transfer all your cosmetics to PC once it launches.

(Full Post here)


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.

(Full Post here)


BATTLEPASS

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.

(Full Post here)


Click here to have more information about topics such as: in-game content, toxicity, and more!
Aug 2, 2021
Tom Clancy's Rainbow Six® Siege - Ubi_Frog


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!

Learn more
Jul 27, 2021
Tom Clancy's Rainbow Six® Siege - Ubi_Frog


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.

Y6S2.2 PATCH SIZES
  • Ubisoft Connect: 1.48 GB
  • Steam: 850 MB
  • Xbox One: 1.28 GB
  • Xbox Series X: 1.61 GB
  • PS4: 1.77 GB
  • PS5: 1.43 GB
OPERATOR BALANCING

ALIBI
  • Added 2.0x scope to ACS12 (removed 1.5x scope).
  • Added 1.5x scope to MX4 Storm.
FROST
  • Removed 1.5x scope from C1.
TACHANKA
  • Added Deployable Shield (removed Proximity Alarm).
  • 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.
Tom Clancy's Rainbow Six® Siege - Ubi_Frog


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.
Jun 30, 2021
Tom Clancy's Rainbow Six® Siege - Ubi_Frog


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.
Tom Clancy's Rainbow Six® Siege - Ubi_Frog


Updated: June 16th 2021

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.

Status: Y6S2
Tom Clancy's Rainbow Six® Siege - Ubi_MyAnh


Updates and fixes made over the course of the Y6S2 Test Server. For the full North Star Patch Notes, follow the link below.

North Star Season Patch Notes

Y6S2 PATCH SIZE

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.

TACHANKA
  • FIXED – Missing bonus score for Tachanka's Shumikha Launcher incendiary grenade kills.
  • FIXED – Tachanka's hands clip through DP27 in loadout preview and fullscreen view in the Operators section.

USER EXPERIENCE
  • FIXED – On PC, the PS5 controller is not functional with the new input system.
  • FIXED – Microphone icon inside the scoreboard may be missing.
  • FIXED – Multiple UI and Options menu issues throughout the game.
  • FIXED – Multiple audio, SFX, and, VFX issues throughout the game.
  • FIXED – Multiple localization issues throughout the game.
  • FIXED – Enabling RAW input randomly affects mouse movement.
  • FIXED – Various cosmetic and shop issues.
  • FIXED – Various Match Replay issues.
  • FIXED – NVidia Reflex Latency Indicator is triggered by any shot in the gameplay session.
  • FIXED – Voice and text options for blocked players are not disabled in scoreboard.
  • FIXED – Player cards still appear in Support Mode when Interface Preset is set to Cinematic.
  • FIXED – Players using controllers cannot navigate scoreboard during Post-Action Report.
  • FIXED – When Render Scaling is set to 100, the display is too zoomed-in.
  • FIXED – Observation Tools camera view is distorted in match replays when user rewinds.
  • FIXED – Bodies of eliminated Operators are misplaced in match replays when user rewinds.
  • FIXED – Custom Game playlists disappear after player reboots the game.
  • FIXED – Text for W/L and K/D ratios overlaps in some languages.
  • FIXED – Buck's default uniform clips through Isolation headgear.
  • FIXED – Hibana's player card appears inside of opponent's player card.
  • FIXED – Unable to invite players to a Squad after leaving a Custom Game lobby.
  • FIXED – The crosshair is missing for several devices.
  • FIXED – If player exits Maestro's Evil Eye while shooting the turret, smoke and electricity VFX will remain on screen.
  • FIXED – When spectating an Operator with a launcher, weapon info is replaced with launcher info in Caster HUD.
  • FIXED – Hibana's player card is missing X-Kairos icon.
  • FIXED – HP number turns white when an overhealed Operator enters and exits Observation Tools.
  • FIXED – Mozzie's drone counter displays 96 captured drones when an Attacker drone is destroyed.
  • FIXED – Thunderbird's name is close to the edge of her player card.
  • FIXED – Players were unable to redeem the 6th pick on some rounds during the SI.
  • FIXED – Texture Quality option text isn't positioned correctly.
  • FIXED – When a player leaves during Post-Action Report, their stats disappear from scoreboard.
  • FIXED – All players appear eliminated if scoreboard is opened during transition from Planning Phase to loading screen.
  • FIXED – The crosshair is missing for several devices.
  • FIXED – Active screen area is not properly scaled with widescreen letterbox enabled.
  • FIXED – When a player selects another player in the scoreboard, the reporting function doesn't appear.
  • FIXED – Game remains in infinite loading state after cinematic for Cold Zero situation.
  • FIXED – Various localization issues throughout the game.
  • FIXED – Timer for Thunderbird's Kona Station disappears if the Show Objective Indicator option is set to OFF.
  • FIXED – Flash hider and compensator have outdated descriptions.
  • FIXED – Players may lose functionality on multiples tabs if Synchronizing Data is encountered in AAR.
  • FIXED – Players will crouch if they leave the drone POV with Observation Tool input.
  • FIXED – Overlap issue observed between the PS4/PS5's Options icon and the Settings logo.
Tom Clancy's Rainbow Six® Siege - Ubi_Frog


Announcing the next Y6S2 Streamer Charms!

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

New



yo_boy_roy

Mag6

CCSesports

Returning





Ad9m Alfredoplays AnneMunition Beaulo Bighead BikiniBodhi Bnans Braction6 Drid Gabbo IceyCat25 Interro JerichoFive JessGOAT Jinu6734 Just9n Kalera KingGeorge KittyR6 Kixstar LagonisR6 Lil_Lexi Lt Custard MacieJay Matimi0 MrBboy45 Narcoleptic Nugget PaladinAmber Pengu Punjistick REMGURI / 렘쨩 Rubsarb Salty Academy SexyCake Shorty SilphTV TangyD Tatted THE_M3RY 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 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.
Tom Clancy's Rainbow Six® Siege - Ubi_Frog


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!
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