Nov 21, 2024
Tom Clancy's Rainbow Six® Siege - Ubi_Zurik


In this latest edition of Designer's Notes, we'll go into detail about the balancing changes that'll come with the Y9S4 update and give you some insight into the reasons behind them.

BALANCING MATRIX AND TOP OPERATOR BANS
WIN DELTA VS. PRESENCE [PC]



WIN DELTA VS. PRESENCE [CONSOLE]



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 [PC]



OPERATOR BAN RATE [CONSOLE]



OPERATOR BALANCING

BLACKBEARD

Blackbeard's ability is designed to provide a defensive advantage while remaining lethal. Despite numerous adjustments to balance his ability, success has been limited. Currently, the Rifle Shield can withstand only 20 HP, making it unreliable for protection. This frustrates both Blackbeard and his opponents, as it can block a single headshot but leaves Blackbeard vulnerable.

To address this frustration, we decided to eliminate the Rifle Shield and introduce a completely new gadget. The Blackbeard Remaster aims to balance his defensive and offensive capabilities. Additionally, we want Blackbeard to contribute more than just killing potential to his team. Blackbeard's new gadget is the H.U.L.L. Adaptable Shield. This shield functions like any other Ballistic Shield but with added features:

- Rappel Shield: Blackbeard can change the shield's shape to use it while rappelling.
- Breaching Dash: Blackbeard can perform a short, powerful dash using the H.U.L.L. Adaptable Shield's pneumatic system to breach Soft Walls, Barricades, Deployable Shields, Armor Panels, Talon Shields, and Kiba Barriers. After breaching, he will be concussed and slowed for a few seconds.
- Big Guns: Blackbeard can use Primary Weapons (Mk-17 and SR-25) while wielding the Ballistic Shield. However, he cannot hip fire like other shield operators and will expose his upper body when aiming and reloading.
[/list]

We've aligned this new gadget with some changes to the Operator Balance aiming to compensate for his new fast breaching capabilities. Blackbeard will now move slower, as a 1 Speed / 3 Armor Operator. He no longer has access to the D-50, and the Stun grenades have been removed.

We want Blackbeard to fulfill two main roles. As a Rappel Master, he should be able to sit comfortably on rappel behind his shield, watching the enemy and gathering intel. Additionally, he can now use the H.U.L.L. Adaptable Shield's breaching capabilities to push forward, hunt roamers with the team, and secure a path for the rest of the team.

BASE STATS
  • Armor: 3
  • Speed: 1
H.U.L.L. ADAPTABLE SHIELD
  • Breaching Ability
    • Max. resources: 4 Charges.
    • 8 seconds Cooldown between use.
LOADOUT
  • H.U.L.L. Adaptable Shield
  • Primary weapons:
    • Mk-17
      • Damage increased to 44 (was 40)
      • Magazine Size increased to 25 (was 20)
      • Total ammunition increased to 226 (was 181)
    • SR-25
  • Gadgets: Frag Grenades, Claymores.
MONTAGNE
The new fix we implemented for Ballistic Shield's guard break (more details below) made Montagne too vulnerable with the current configuration. The accumulative guard break strength allowed a single defender to take him down too easily. To address this, we have reduced the opening caused by a single melee attack. However, it's important to note that the overall opening a defender can create is now larger. Previously, with the third melee, the strength would be 40%, but with the new fix, it will be approximately 60%.

Montagne must be smart when facing multiple defenders because if they collaborate, he won't be able to hold them anymore.

LE ROC SHIELD
  • Guard break animation strength when melee'd reduced to 20% (from 40%).
SENS
The new ability to turn the R.O.U. Projectors on and off will introduce a fresh layer of strategy when using Sens. This enhancement will make Sens' gameplay more dynamic, granting greater control over the gadget to precisely manage lines of sight. Defenders will need to exercise more caution when moving around, as the wall can disappear at any moment. Additionally, the projector's battery depletes only when the wall is active. Sens will have ample time to plan and deploy all the projectors without rushing, allowing for precise placement.

To limit chaos and minimize potential mistakes, we have also reduced the number of projectors deployed per system. Additionally, we have shortened the distance at which the light wall starts to blind operators when they are too close. This adjustment makes it more comfortable for attackers to move around and less punishing for defenders who choose to take the risk of passing through.

We have enhanced the light walls to be resistant to Thermal View devices such as Glaz, Warden, Evil Eyes, and Bulletproof Cameras. This improvement will differentiate the R.O.U. Projectors from regular Smoke Grenades, making Sens the preferred choice for smoke-plants.

R.O.U. PROJECTOR SYSTEM
  • New Switch Ability Mode to turn On and Off the projectors.
  • The projectors' battery only depletes while the walls are On.
  • Reduced number of projectors to 7 (from 10).
  • Reduced distance in which the wall starts to block vision to 0.75 meters (from 1.15),
  • Thermal View gadgets cannot see through the Wall.

THUNDERBIRD
The Kóna Station will now not only provide a flat heal but also grant a Health Regeneration buff to the target. This enhancement aims to make each station more valuable for sustaining teammates through the round. With this change, Thunderbird can distribute her resources more effectively, as a single station will be capable of bringing operators back to full health. However, this buff will disappear immediately upon taking damage or reaching full health, encouraging player to use it wisely and stay out of danger to maximize its benefits.

Additionally, the inclusion of the ITA12S will offer more flexibility to her loadout, allowing for the creation of new lines of sight for the stations to function without significantly compromising firepower.

KÓNA STATION
  • Added new Health Regeneration buff.
  • Regeneration speed: 2hp per second.
  • Buff end conditions: Receive damage or reach 100% health.
LOADOUT
  • Secondary weapons: Added ITA12S
YING
Ying has always been one of the more frustrating operators to face, so we have decided to make some adjustments to her Candela. We have removed the insta-trigger option to provide defenders with more opportunities to counteract it. This change allows defenders to make rapid tactical decisions, keeping the gameplay engaging and ensuring that both attackers and defenders have meaningful choices to make.

Defenders can now use the brief delay before the Candela detonates to move to safer positions and avoid the full impact. This should make the gameplay more dynamic, rewarding quick thinking and movement.

The additional delay also gives defenders a chance to potentially destroy the Candela. This interaction encourages defenders to stay alert and actively engage with Ying's gadget, rather than passively waiting for the effect to go off.

Moreover, the need to time the Candela correctly will highlight player skill. An insta-trigger setting reduced the skill ceiling, making it easier but less rewarding. Additionally, the extra time and audio feedback will hep teammates coordinate better and avoid being caught off guard by an unexpected Candela.

CANDELA
  • Rolling distance:
    • 0 charges: 10 meters
    • 1 charge: 7.5 meters
    • 2 charges: 5 meters (from 2.6)
    • 3 charges: 2.5 meters (from 0)
  • Piercing time:
    • 0-1 charges: 3 seconds
    • 2 charges: 2 second
    • 3 charges: 1 seconds
GADGET BALANCING
STUN GRENADES
Reducing the number of Stun Grenades helps minimize the overwhelming effect where defenders are frequently bombarded with flashes, leading to a less enjoyable experience. Overuse of Stun Grenades can create a chaotic environment, overshadowing skill and strategy with volume of utility use. This can make the game feel less tactical and more about who can throw the most grenades rather than who can outsmart and outplay their opponents.

By limiting the availability of Stun Grenades, we aim to encourage more skill-based engagements and strategic play. This change enhances the effectiveness of projectile catchers like Jäger and Wamai. With fewer projectiles in play, they can use their gadgets more efficiently, allowing defenders to maintain control over important areas for longer periods and protect crucial utility without the fear of their gadgets being exhausted too quickly.

We believe that holding a strong position is generally more efficient than peeking outside of the building, and this change should allow defenders to do so more comfortably. Defenders should utilize their utility and the environment to their advantages, reducing the chances of being eliminated too early in the round. This approach also supports better team coordination, allowing defenders to cover each other's angles, set up crossfires, and use their gadgets more effectively, which is crucial for maintaining control over key areas and objectives.

BASE STATS
  • Max. number: Reduced to 2 gadgets per operator (from 3).
OPERATORS AFFECTED
  • Amaru
  • Buck
  • Dokkaebi
  • Finka
  • Flores
  • Hibana
  • Lion
  • Maverick
  • Nomad
  • Ram
  • Sledge
  • Striker
  • Thermite
WEAPON BALANCING
BALLISTIC SHIELDS
The Suppressive Fire mechanism is intended to prevent and interrupt shield's sprinting ability, assisting defenders in stopping aggressive players and giving them time to reposition or seek for help. However, we have observed that the system is not being used as frequently as we expected. This could be because defenders find it difficult to recognize when the effect is active, making it hard to judge if shooting at the shield is worthwhile.

To address this issue, we have reduced the number of bullets required to trigger the effect, ensuring that all the gameplay consequences of being suppressed are easier to apply. Additionally, we have adjusted the number of bullets needed to reach maximum intensity, making the effect last longer. Please note that high-caliber weapons will require fewer bullets.

Furthermore, we are also looking to refine the abilities, specifically the melee attack. In its current form, it encourages shielded players to play more aggressively than intended. The new animation and damage make it the most effective way to take down targets. However, the initial intention was for it to create an opening for a teammate or the player's handgun -exposing himself- to secure the kill.

Therefore, we have decided to completely remove the damage from the melee attack. This change aims to eliminate the ability to be overly aggressive and increases the risk of being too close to a defender.

Additionally, we have resolved several issues impacting their power level. The guard break animation now functions as a stun, meaning the shielded operator is unable to do anything until the guard break animation ends. This makes the shielded operator vulnerable until the animation completes, and its duration and intensity can be increased by chaining multiple hits to the shield. Finally, we have also refined the melee range checks, so the battle will be fairer.

MELEE
  • Damage reduced to 0hp (from 65).
SUPPRESSIVE FIRE
  • Reduced number of bullets required to trigger the effect to 5 (from 10).
  • Reduced number of bullets required to reach its maximum intensity to 20 (from 40).
GUARD BREAK
  • Consecutive guard breaks can stack to increase the opening (instead of being ignored if the animation was already playing).
OPERATORS AFFECTED
  • Blackbeard
  • Blitz
  • Clash
  • Fuze
  • Montagne
SHOTGUNS
We are reviewing the performance and balance of the shotgun ecosystem. Our goal is to enhance the viability and comfort of certain semiautomatic shotguns. For example, the M1014 is currently difficult to control after the first shots, and we aim to address this. Semiautomatic weapons will now be easier to use and more powerful.

In this revision, we will also improve pump shotguns and automatics by tightening their dispersion cones. We've set them at a midpoint between their current state and the improvement previously granted by old laser attachments.

Some shotguns are already performing well, like the Supernova or SPAS-15, so we have decided not to make significant changes to them. This set of changes should bring the underperforming shotguns closer to the ones players already favor.

BASE STATS
  • ADS Dispersion Cone Reduction
    • ITA12L
    • M590A1
    • M870
    • SG-CQB
    • FO-12
    • SASG-12
  • Hip-Fire Dispersion Cone Reduction
    • ITA12L
    • M590A1
    • M870
    • SG-CQB
    • Supernova
RECOIL - PC & CONSOLE
  • First Shot Reduced
    • M1014
    • SPAS12
    • Super 90
    • SASG-12
  • Increased Vertical Recoil after first shot
    • M1014
    • SPAS12
    • Super 90
Y9S3 RANK DISTRIBUTION




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Tom Clancy's Rainbow Six® Siege - CRM_OP******

This season brings exciting new features to Rainbow Six Siege, including crossplay between PC and console, strengthened player protection with the Cheater Match Cancellation system and Mousetrap V2, balancing update for shields, a remaster of Blackbeard and the full release of the Siege Cup tournament.
Tom Clancy's Rainbow Six® Siege - Ubi_Zurik
Each season, we provide a Roadmap update to offer further insights into the development of upcoming features to ensure transparent communication with all players. Each update and decision we make takes into account various elements such as player feedback, time allocated to ensure the quality of the features delivered, and more.

With that in mind let's delve into this Mid-Season Roadmap Update!



ROADMAP UPDATES

[NEW] [BALANCING] SHIELD NERF
  • Status: Confirmed for Y9S4
The revamped shield mechanic was first released in Y9S1 and since then we've seen an evolution in their overall usage, becoming more relevant and impactful. It's now time for shields to be adjusted and to reduce their oppressiveness.

[NEW] [PLAYER COMFORT] PHANTOM PLAYER - IMPROVED LOBBY BALANCING
  • Status: Confirmed for Y9S4
Phantom Player is coming to enhance the experience of all players. In a nutshell, the Phantom Player is a mathematical value, a ''6th player'', which will bring an extra layer of balancing to matchmaking. Concretely, the Phantom Player sees the skill disparity between players of a stack and adds the appropriate skill value to even out the matches depending on the number of players within this stack.

[MAJOR FEATURES] CONSOLE TO PC CROSSPLAY 1.0 + MOUSETRAP IMPLEMENTATION
  • Status: Confirmed for Y9S4
Console to PC Crossplay will enable PC and console to play together. This will work by allowing console players to join their PC friends, opting into the PC matchmaking pool. In Y9S4 MouseTrap will also force confirmed mouse and keyboard console players into PC matchmaking, with PC recoil values.

[MAJOR FEATURES] CHEATER MATCH CANCELLATION
  • Status: Confirmed for Y9S4
With Cheater Match Cancellation, once a cheater is confirmed and consequently banned, the match they are in will be automatically cancelled. This will lead to less time being spent by honest players in unfair matches, while ensuring that the legitimate players in these matches aren't incurring abandonment penalties or unjust Ranked losses.

[MAJOR FEATURE] SIEGE CUP (BETA) - ALL PLATFORMS
  • Status: Confirmed for Y9S4
The Siege Cup will provide a highly competitive experience on both PC and console, while remaining in its Beta phase to allow further testing. For more information, check out our FAQ.

[BALANCING] YING, SENS, & THUNDERBIRD
  • Status: Confirmed for Y9S4
YING: Introducing a tweak to Ying aimed at reducing defender frustration.
SENS: An update for Sens will expand the opportunities for more strategic plays.
THUNDERBIRD: An adjustment for Thunderbird will help make her a more valuable asset for the team.

[PLAYER PROTECTION] AI CHAT MODERATION
  • Status: Confirmed for Y9S4
AI will analyze and moderate all text chat messages in real-time, resulting in problematic messages being flagged or removed. Your messages will have an impact on your Reputation Standing, whether they are censored, flagged, or positive.

[PLAYER PROTECTION] REPUTATION SYSTEM REFRESH
  • Status: Confirmed for Y9S4
This update will feel different from the Reputation System you know. We are actively working on the refreshed Reputation System for Y9S4 and are in the balancing stages right now, ensuring that the actions we're tracking have a meaningful and fair impact.

[PLAYER COMFORT] DYNAMIC MATCHMAKING 1.0
  • Status: Delayed to Y10
A dynamic matchmaking feature for improved server allocation based on a broader set of players' data. This feature has been delayed allowing our Playlist team to focus their resources on Phantom Player, which is now coming earlier than was originally planned.

FULL REVEAL
Stay tuned for the Operation Collision Point reveal coming up on Sunday, NOVEMBER 17TH, at 11AM PT / 2PM ET / 8PM CET.

Join the discussion on Twitter, Instagram, Reddit, Discord,Facebook, and TikTok.

Check out the public Roadmap for more information on the changes coming your way!

Tom Clancy's Rainbow Six® Siege - CRM_OP******
We are delighted that Rainbow Six Esports is returning to Montreal for its final BLAST Rainbow Six Major of Season 2024, in November this year, with tickets available starting now!

With Stage Two of the Regional Leagues set to get underway from September, teams across the 9 different regions of BLAST R6 will be looking to become one of the 20 teams to qualify for the Montreal Major. These teams will compete for a lion's share of the USD $750,000 prize pool, as well as points to qualify for the Six Invitational 2025.

We are returning to Canada with the Montreal Major set to take place at the Verdun Auditorium in Montreal. The BLAST R6 Montreal Major will feature a 3-phase format with the final weekend playing out in front of a live audience in the Verdun Auditorium, Montreal, Canada.

Dates & location:
  • Phase 1: 7 - 8 November - not open to public
  • Phase 2: 10 - 13 November - not open to public
  • Phase 3: 15 - 17 November - open to the public at the Verdun Auditorium, Montreal
Address: 4110 Bd LaSalle, Verdun, QC H4G 2A5, Canada

Format:
The format for the BLAST R6 Montreal Major will be identical to the format of the previous BLAST R6 Manchester Major.

Phase 1 will consist of eight teams competing in a modified Best of 3 Double Elimination Bracket played until we are left with the top four teams.

The four triumphant teams from Phase 1 will join Phase 2 in a 16 Team Swiss Bracket Phase.

Phase 3 will be played in front of an arena audience in a Team Single Elimination.

Predict & win!
The best R6 players in the world square off in Montreal November 7-17, and you can predict who will hoist the trophy and who gets eliminated along the way. Who's winning it all? The best team? The hottest? The craziest? The sooner you shoot your shot, the bigger your chance to win the biggest rewards.


Twitch Drops

Twitch Drops will be available throughout the tournament! The offers swap out after each phase, so be sure to tune in regularly and link your Ubisoft account to keep receiving them.
Tom Clancy's Rainbow Six® Siege - Ubi_Zurik


Today we'll be sharing updates on some of the developments we're making on our Anti-Cheat systems. We've also got updates covering Anti-Toxicity, including some info on changes that we've already rolled out.

IN THIS UPDATE
ANTI-CHEAT
  • Current Status
  • Encryption - Binary Hardening
  • MouseTrap
  • Detection Performance
  • MouseTrap PC Matchmaking
  • QB System
  • Ban Data
ANTI-TOXICITY
  • Reputation System Refresh Update
  • How It Will Work
  • Automated Text Chat Moderation
  • Unfair Abandonment Penalties
  • Teamkill Kick Deactivation
  • DBNO RFF Deactivation
  • Privacy Mode Nickname Acceptance
  • Next Steps



CURRENT STATUS
The topic of cheating remains at the forefront for us here on the Rainbow Six Siege team. We're aware that cheating continues to affect high ranked players in most cases, however with the launch of Y9S3 seeing a decrease in cheating overall compared to S2, we know that we're finding the results needed to provide safer matches, more often. Below, we have updates on some of the topics we're working on, but not all; it's crucial that we're not giving any information away that could benefit cheaters.

ENCRYPTION - BINARY HARDENING
  • Reminder: Binary hardening is the act of using encryption and hardening techniques to update the game code base and enhance security, and we've continued to deploy these updates to the game with each patch.
The launch of Y9S3 was a step forward in our efforts against cheating, with cheats being down for nearly an entire week. We can see that this was also felt by players, as we measured a stark decrease in cheater reports being submitted. Cheats are adapted over time however, and so while this was temporary, it does demonstrate that our hardening measures are having a meaningful impact in delaying the return of cheats. Previously, we also saw success in Season 2, when a security update resulted in a shorter delay to cheats coming back online.

While this is an ongoing challenge, the delays we've seen are encouraging and to this end we've implemented further security fixes ready for Siege Cup, to help us maintain a fair and competitive environment, which is a top priority for us. We will keep pushing hardening updates throughout Y9S3 and of course, beyond. As we progress further, we'll continue to share our findings with you.

MOUSETRAP - MOUSE & KEYBOARD DETECTION ON CONSOLE
Reminder: MouseTrap is our console Anti-Cheat which works to detect devices that enable the use of mouse and keyboard.

MOUSETRAP - DETECTION PERFORMANCE
We've recently released an update to MouseTrap which has resulted in both an increase in detection performance and a reduction in false positives. As well as this, we're now completing tests for devices that aren't yet being recognized.

MOUSETRAP - PC MATCHMAKING
Since spoofing devices and controllers can be matched together, it's clear that frustration has remained. While working to release PC-Console Crossplay, which is coming in Y9S4, we've also been on track with its implementation into MouseTrap, which will force confirmed MnK users into PC matchmaking while automatically switching to the PC recoil values. We'll share more on this during the Season 4 reveal.

QB SYSTEM
  • Reminder: The QB System is one of our custom-built Anti-Cheat solutions designed to reinforce hardening by distributing different game executables to players while preventing tempering.
Our top priority is ensuring the QB System stays robust in the fight against cheaters and cheat developers. Right now, our team is testing the next QB System Expansion prototype, and we'll provide more details soon about how this will impact players.

BANS - DATA BANS + BATTLEYE
BAN NUMBERS
Before moving to Anti-Toxicity below, here's an updated view on our 2024 ban data, including new data for July, August, and September:



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REPUTATION SYSTEM REFRESH - UPDATE
We are actively working on the refreshed Reputation System for Y9S4 and are in the balancing stages right now, ensuring that the actions we're tracking have a meaningful and fair impact. The focus of this system is to fulfil and stay true to our core pillars: transparency, understandability, and clarity. We know the system is already very complex, and we want to be sure to control its fairness before adding additional parameters, and so our mindset for this refresh is to "do less but do better", resulting in a system that's easier to understand and interact with.

HOW IT WILL WORK
This new system will feel different from the one you know, as we will be watching for negativity first, then positivity. Toxicity on its own will lead to a negative Standing, and positive behavior with minimal negativity will lead to a Standing of Exemplary. It's only in cases where a player is highly toxic over a number of matches that drastic Standing drops should be seen. Below are some extra details on the parameters, for full transparency of how the system will work:

  • ACTIVE PLAYLISTS: Ranked, Standard and Quick Match (leaving a Quick Match will not impact Standing).
  • REPORTS: Unverified reports will NOT have an effect on your Standing, only YOUR actions will.
  • PENALTIES: Reverse Friendly Fire (RFF) and Abandonment Penalties will continue to be handled in the same way.
  • COMMUNICATION: Negative communication-related actions will cause a player to be automatically muted for a predetermined number of matches.
  • UI: We are redesigning the Reputation Center to further provide all information related to Standings and any problematic behaviors.
  • STANDING IMPACTS: Impacts based on your Standing alone will only go live once the Reputation System leaves BETA.
WHEN WILL THE SYSTEM LEAVE BETA?

We have no estimated time for this, but it will only happen after Y9S4.

AUTOMATED TEXT CHAT MODERATION
In Y9S4, your in-game messages could be flagged or removed according to our acceptance threshold and we are currently balancing the automated detection to make it as fair as possible.

What will the threshold be? If you're unsure, ask yourself, "is this something I'd feel comfortable saying in a room with 9 other people that I don't know?". If it's something that's going to clash with that, then the chances are it could be flagged or removed. Remember though, your messages can also have a positive impact, so you can affect your Standing this way too!

UNFAIR ABANDONMENT PENALTIES
Receiving an abandonment penalty due to a game crash or disconnection can be frustrating, and so we've been working on the way we detect abandonments and game crashes, so that players in these situations receive fewer penalties overall. Detecting the difference between a real game crash and or an intended disconnection (a player purposefully forcing the game to close or lose connection) is a complex technical challenge, and we're constantly making improvements in this area. Of course, we're aware that these systems can often be used for abuse and so such changes are deployed tentatively. We are finding success in helping players however, as we were able to reduce the number of unfair abandonment penalties by two thirds with our latest update.

TEAMKILL KICK DEACTIVATION
Getting kicked from a match when multiple teamkills occur was deactivated in Y9S2, due to the feature being exploited. The deactivation worked as planned; we monitored teamkilling rates after this change and we've listened to your feedback throughout.

If you were concerned about a teamkilling increase: since the auto kick was deactivated, we've observed the following:
  • Quick match: +0.6% of rounds impacted by at least one teamkill.
  • Standard: +0.5% of rounds impacted by at least one teamkill.
  • Ranked: +0.3% of rounds impacted by at least one teamkill.
To summarise, since the change was made, we've only seen a minor increase in teamkilling. It is still an increase though, and so we're not resting on these stats. We have future initiatives which are focused on decreasing these numbers.

DOWN BUT NOT OUT (DBNO) REVERSE FRIENDLY FIRE (RFF) DEACTIVATION:
This season, we deactivated a trigger which would result in the removal of RFF after reviving a teammate who was DBNO. As with the Teamkill Kick Deactivation, this removal comes after a clear pattern of abuse, where players were intentionally downing a teammate with the aim of reviving them right after. The RFF activation box is now triggered for the teammate when you down them.

PRIVACY MODE: NICKNAME ACCEPTANCE
We know that many of you love Privacy Mode, but we're also aware that some players use this feature as a tool for abuse, using offensive and unacceptable names. At the beginning of Y9S3, we updated our validation of nicknames making it much more robust, and this resulted in 12% of all nicknames in use at the time being removed from the game and reset to "Recruit". We'll be providing more updates to our validation in the future as necessary.

NEXT STEPS
We'll continue to provide updates on Anti-Toxicity and the Reputation System as we move forward. At this stage we're confident that our upcoming updates and features are going to improve the experience for a lot of players, but your feedback remains crucial. We can't wait to get many of our updates to you in-game, next season.
Oct 22, 2024
Tom Clancy's Rainbow Six® Siege - Ubi_Zurik


Here you can find the fixes and balancing changes for the Y9S3.3 patch.

Y9S3.3 PATCH SIZE
Find the download sizes for each platform below.
  • Ubisoft Connect: 1.04GB
  • Steam: 301.3MB
  • Xbox One: 898.77 MB
  • Xbox Series X: 1.12GB
  • PlayStation®4: 1.439 GB
  • PlayStation®5: 920 MB
OPERATOR BALANCING
IANA
  • Reduced hologram cooldown when destroyed to 20 seconds (from 30).
JACKAL
  • Removed distortion caused by bullets.
KALI
  • Added Smoke Grenades.
MOZZIE
  • Increased Pests to 4 (from 3).
  • Added Impact Grenades.
ZERO
  • Increased Argus cameras to 6 (from 4).
ZOFIA
  • Removed Breach Charges.
  • Added Hard Breach Charges.
WEAPON BALANCING
CSRX-300
  • Reduced bullet trail duration and size.
BUG FIXES
GAMEPLAY
FIXED - UI element that lets a team know they're moving into the lower bracket of Siege Cup says "unknown" instead.

FIXED - A player watching a match is unable to access text chat.

FIXED - Siege Cup banner says "Waiting for others to join" despite being paired against an enemy team.

FIXED - Caster card placement differs when spectating certain Custom Game presets.

FIXED - Devices briefly reactivate when picked up despite being affected by an EMP.

FIXED - "!!Missing Timer" text present in the AAR screen.

FIXED - The More Info section of Siege Cup has incorrect information about the registration requirements.

FIXED - Some Siege Cup players' games do not start, and those players remain with the ribbon stating: "NEXT MATCH IN Starting Soon".

OPERATORS
FIXED - Skopós's idle V10-Pantheon Shells spawns without a shield at 2F Executive Office in the Plane map.

USER EXPERIENCE
FIXED - Redeem button is missing from the Bravo Collection with a Bravo Pack Ticket.

FIXED - Marketplace is missing the thumbnail for the Crushing Canes skin for Montagne's Le Roc shield.
Tom Clancy's Rainbow Six® Siege - CRM_OP******
Horror awaits you
From October 16 to November 6, Doktor’s Curse returns for its fifth terrifying night. In the darkness of Doktor’s Castle, hunters track down fearsome monsters, but this time, the creatures won’t be the only ones hiding in the shadows. Prepare to face your worst nightmares in this sinister game of hide-and-seek!

Danger lurks in the dark


A 5v5 asymmetrical showdown! As a Hunter, your mission is clear: track down and eliminate every Monster hiding in Doktor’s Castle using only a Breaching Hammer and tracking devices. But beware, Monsters have traps, the ability to rush for increased speed, and the Nightstride ability to turn invisible. Monsters win if they survive until the end of the round, while Hunters must eliminate them all before time runs out.



Doktor’s Curse 5 takes place exclusively on a night-time version of Doktor’s Castle, a twisted take on the classic Theme Park map, now resembling a haunted fortress. The darkness is key, making it a fast-paced, fear-filled event with no room for idling.



In addition to previous Operators, this edition introduces new Hunters and Monsters, including Deimos and Zofia as Hunters and Fenrir as a Monster.

Doktor's Haunted Wardrobe
The new Doktor's Curse Collection introduces special limited-time bundles for Deimos, Zofia and Fenrir which include uniforms, headgears, weapon skins, and more. In addition, Doktor's Curse bundles for Jackal, Frost, Lesion and Aruni are spookier than ever in their new Variants style. You can also get Collection packs for 300 R6 Credits (12,500 Renown) each, and if you connect to the game during the event, you will receive one Collection pack for free, plus additional ones and a full bundle for Kapkan when completing weekly challenges.

Shop the collection on the web or find them in the Highlights section in-game.

Collectors rewarded


If you collect all 3 new bundles, as well as the 4 new Variants ones, you will be rewarded with a unique limited-time gift: the C8-SFW Doktor's Curse Memento animated weapon skin for Buck!

To Hunters, happy hunting! To Monsters, good luck...
Oct 8, 2024
Tom Clancy's Rainbow Six® Siege - Ubi_Zurik


Here you can find the fixes for the Y9S3.2 patch.

Y9S3.2 PATCH SIZE
Find the download sizes for each platform below.
  • Ubisoft Connect: 943.3MB
  • Steam: 556MB
  • Xbox One: 2.66GB
  • Xbox Series X: 2.85GB
  • PlayStation®4: 3.347GB
  • PlayStation®5: 985MB
BUG FIXES
GAMEPLAY
FIXED - Jackal loses visibility when Motion Blur is turned off if he takes damage while Eyenox Model III is active.

FIXED - Hitting Maestro's Evil Eye with a melee attack corrupts the texture.

FIXED - PCX-33 assault rifle has no rumble effect during a full reload when Controller Vibration options are turned on.

FIXED - The reticle of the Reflex C sight isn't centered on the SPAS-15 shotgun.

FIXED - Shield Operators are unavailable in the Weapon Roulette arcade.

FIXED - Deploying Kapkan's Entry Denial Device on any doorway or window displays a second deploy prompt during the animation.

FIXED - The End of Round replay shows the player who downed the last Operator of a team instead of the player who killed them.

FIXED - The Equip button is missing when viewing an owned item in fullscreen from the Pack Highlights section.

LEVEL DESIGN
FIXED - Placeholder texture is present on the cans located on top of the vending machine in 1F Service Stairs of the Consulate map.

FIXED - Player can vault onto the crate stack in EXT Generator on the Nighthaven map and drop the defuser into an unreachable area.

OPERATORS
FIXED - The equipped primary weapon of some Operators float behind them when previewing their default Victory Celebration in fullscreen.

FIXED - Skopós's V10-Pantheon Shells will place its shield behind itself if it switches into an idle state in a doorway with a lot of assets.

FIXED - Skopós's V10-Pantheon Shells doesn't have a death animation in the Kill Cam or End of Round replay.

FIXED - Corrupted model and texture of Skopós's V10-Pantheon Shells in the End of Round replay for the last-killed Attacker.

FIXED - When swapping Skopós's V10-Pantheon Shells, the arrows in the fantasy HUD point the wrong way and the swap doesn't occur.

FIXED - The shield of Skopós's V10-Pantheon Shells reattaches to the other side of the door frame after swapping Shells in the middle of a double door.

FIXED - Skopós's V10-Pantheon Shells will sometimes spawn without its shield.

USER EXPERIENCE
FIXED - Sometimes the player will get stuck in a loading screen if they launch the Shooting Range from the Operator section during matchmaking.

Tom Clancy's Rainbow Six® Siege - jonathan.payeur
October's drop is here! This month, subscribers of the R6S Membership unlock the exclusive Maverick Noir Set and a legendary weapon skin for Buck's C8-SFW. You will also receive Premium Battle Pass with the new Operator, Skópos, and 10 Battle Levels.

To learn more about the Membership or to subscribe, click here.
Sep 24, 2024
Tom Clancy's Rainbow Six® Siege - Ubi_Zurik


Here you can find the fixes for the Y9S3.1 patch.

Y9S3.1 PATCH SIZE
Find the download sizes for each platform below.
  • Ubisoft Connect: 1.15 GB
  • Steam: 669 MB
  • Xbox One: 1.34 GB
  • Xbox Series X: 1.55 GB
  • PlayStation 4: 1.89 GB
  • PlayStation 5: 1.49 GB
BUG FIXES
GAMEPLAY
FIXED - Synaptic charm equips a placeholder charm.

FIXED - Thunderbird's Kona Station keeps healing while affected by EMP or Zoto Canister if the elite uniform is equipped.

FIXED - Unable to type in chat using Cyrillic layout.

FIXED - Players are able to block the EXT sewer with a Deployable Shield, preventing Attackers to pass.

FIXED - Drone can see through wall in 2F Yellow Stairs in the Consulate map.

FIXED - Tutorial Rewards modal does not appear after completing the tutorials.

FIXED - Skopós's V10-Pantheon Shells prevent players from vaulting through windows.

FIXED - Player is unable to customize Skopós's V10-Pantheon Shells Swap action on the controller.

FIXED - Host and clients can have different rotation replications while in rappel.

FIXED - The Luision weapon stats are displaying stats of the PBR92.

FIXED - Join as a spectator is missing for custom local match.

FIXED - Iana cannot be scanned while she has Gemini Replicator active.

FIXED - Key bindings do not revert to default values.

FIXED - Skopós's V10-Pantheon Shells transfer action cannot be remapped or assigned a secondary input.

FIXED - Skopós's idle V10-Pantheon Shells can get concussed by Echo's Yokai drone.

FIXED - Fire area of effect doesn't affect the hostage.

FIXED - Placeholder name is present when user goes to the Shooting Range while matchmaking.

FIXED - Grey filter is applied to the spectator POV when changing cameras during Skopós's V10-Pantheon Shells transition.

LEVEL DESIGN
FIXED - Excessive light coming out of the ceiling projector in 1F Projector Room on the Kanal map.

OPERATORS
FIXED - Skopós has an unusual position during the Victory Celebration and is distorted in the team lineup.

FIXED - Skopós has various camera, collision, and texture issues in Free for All Arcade game mode.

FIXED - Fuze, Thunderbird, Clash, and Aruni are invisible when equipped with skins from certain Esports bundles.

FIXED - The Operator's feet slide inward when using an Observation Tool while idle.

FIXED - Skopós's foot sometimes lifts while idle.

FIXED - Operator's left hand bends strangely and the knife model floats above it while performing a melee attack after firing the .44 Vendetta.

FIXED - Skopós does not die from headshots in certain Arcade game modes.

USER EXPERIENCE
FIXED - When spectating, player cards don't collapse or expand following an input.

FIXED - Skopós's idle V10-Pantheon Shells will sometimes spawn in T-Pose.

FIXED - Player is unable to customize Skopós's V10-Pantheon Shells Swap action on controller.

FIXED - Stutter issues with DX12.

FIXED - Crash during start-up with older GPUs on DX12.
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