Schlagwort-Archive: auto-imported

NEW RAINBOW SIX SIEGE STREAMER CHARMS FOR Y8S1!

Announcing the next 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

{LINK REMOVED}Retalha

{LINK REMOVED}TheLionerYT

{LINK REMOVED}itsSpoit

Returning





{LINK REMOVED}Ad9m {LINK REMOVED}Alfredoplays {LINK REMOVED}AnneMunition {LINK REMOVED}Beaulo {LINK REMOVED}Bighead {LINK REMOVED}Bnans {LINK REMOVED}Braction {LINK REMOVED}CCSesports {LINK REMOVED}Drid {LINK REMOVED}FastAnne {LINK REMOVED}Gabbo {LINK REMOVED}Get_Flanked {LINK REMOVED}Heideltraut {LINK REMOVED}Interro {LINK REMOVED}JerichoFive {LINK REMOVED}JessGOAT {LINK REMOVED}Jynxzi {LINK REMOVED}Just9n {LINK REMOVED}Kalera {LINK REMOVED}KingGeorge {LINK REMOVED}KittyR6 {LINK REMOVED}LagonisR6 {LINK REMOVED}Lil_Lexi {LINK REMOVED}Lt Custard {LINK REMOVED}Lusorkoeffizient {LINK REMOVED}MacieJay {LINK REMOVED}Mag6 {LINK REMOVED}M3RYLAND {LINK REMOVED}Matimi0 {LINK REMOVED}MrBboy45 {LINK REMOVED}Narcoleptic Nugget {LINK REMOVED}Nesk {LINK REMOVED}PaladinAmber {LINK REMOVED}Patife {LINK REMOVED}Pengu {LINK REMOVED}Punjistick {LINK REMOVED}RazaH {LINK REMOVED}REMGURI / 렘쨩 {LINK REMOVED}Rubsarb {LINK REMOVED}Sixquatre {LINK REMOVED}SexyCake {LINK REMOVED}Sha77e {LINK REMOVED}Shorty {LINK REMOVED}shroud {LINK REMOVED}SilphTV {LINK REMOVED}TangyD {LINK REMOVED}Tatted {LINK REMOVED}Thaqil {LINK REMOVED}Tranth {LINK REMOVED}Varsity {LINK REMOVED}WhiteShark67 {LINK REMOVED}yo_boy_roy {LINK REMOVED}z1ronic {LINK REMOVED}Zander {LINK REMOVED}ziGueira {LINK REMOVED}GarfieldIsDoc {LINK REMOVED} BikiniBodhi {LINK REMOVED}Supr {LINK REMOVED}RyyFyy {LINK REMOVED}FoxA {LINK REMOVED}Nerdengenheiro {LINK REMOVED}Minimichegga{LINK REMOVED}Rainbow6itacom {LINK REMOVED}Jost_Rekt {LINK REMOVED}Just_Ryuk {LINK REMOVED}Paluhh {LINK REMOVED}Poxonlox

We are currently reviewing our Streamer Charm roster. Any changes will be reflected in this blog post.

How to acquire charms


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

How to get involved


We are always on the lookout for additional content creators to add to the program. If your goal is to see your charm in game, we use the following criteria to begin the selection process for potential candidates:

This is an evolving program so to reflect this, the following requirements have been adjusted.

Requirements to be considered

Approximately 150+ concurrent viewers.
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.

Kompletter Artikel: NEW RAINBOW SIX SIEGE STREAMER CHARMS FOR Y8S1!

Year 8 Pass: Best R6 Deal of the Year

Celebrate the start of Year 8 of Rainbow Six Siege with the best deal on Battle Passes you can get all year. The Year 8 Pass comes with all four Year 8 Battle Passes, 4 new Operators, playing those Operators 14-days early, unlocking tons of exclusive skins for drones, weapons, & Operators, enjoying a 10% store discount for a year, earning up to 2,400 R6 credits, 30% faster Battle Pass progression, and more. For only $29.99 USD the Year 8 Pass offers big savings by including 4 Battle Passes for a price similar to purchasing 3 Battle Passes individually. The Year 8 Pass is only available until March 20th so don’t miss out! Click here to get it now.

Upgrade to the Year 8 Premium Pass to get everything in the standard Year 8 Pass and 20 Battle level skips per season to unlock rewards even faster and exclusive skins for Ace and Thunderbird.

Kompletter Artikel: Year 8 Pass: Best R6 Deal of the Year

Y8S1 Designer's Notes

Y8S1 DESIGNER’S NOTES

In this latest edition of Designer’s Notes, we’ll go into detail about the balancing changes that’ll come with the Y8S1 Balancing Test Server and give you some insight into the reasons behind them.

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 BALANCE

ZERO

ARGUS CAMERA
• The camera won’t pierce the surface automatically.
• The piercing action can only be initiated by Zero and only when controlling a deployed Argus Camera.
• Once the camera has pierced a surface, any living attacker can swap sides.

We intend to improve two aspects of Zero’s gadget with this change.
First, we want to make it easier to place the initial camera in more locations. Since it won’t pierce automatically, you can place it wherever you want without worry it will be vulnerable from the other side of the wall. This should increase the stealth fantasy of being able to setup your camera network undetected to utilize it when your squad is in position.
Second, we’re increasing the window of opportunity after piercing through a surface. With the manual interaction, you will decide when to pierce walls, meaning you will already be on the camera when this action happens. It will help you to gather intel or deal with some utility before it gets destroyed by defenders, something that could happen before you had access to your camera prior to this change.

WEAPON BALANCE

ONE IN THE CHAMBER

WEAPON RELOAD SYSTEM
• If you interrupt the reload animation after the magazine is removed the weapon will remain without a magazine until the animation is completed.
• The ammunition is available once the magazine is attached to the weapon.
• If the weapon uses a closed bolt system, a bullet will remain in the chamber, if a reload of a partially spent magazine is interrupted. You can shoot this bullet at any time.

Right now, reloading a weapon does not carry the same weight as other actions in the game as you can cancel it at any moment without consequence. Additionally, it can be frustrating when you hear someone reloading, start to push because you think they will be vulnerable, but they aren’t.
We want to encourage thought before taking an action because you can end up in a situation where there is no place to reload your weapon safely. You’ll have to be careful when taking on several engagements in a row. We also want to discourage random pre-firing; we’ve already made changes in this direction by reducing the maximum number of magazines on every weapon. So now, wasting bullets without a reason can put you in a disadvantageous position if the enemy waits until you reload to attack.
Additionally, this will make secondary weapons more impactful, as they will be your backup plan if you need to defend yourself while reloading. Going with the secondary shotgun or the Gonne-6 may now require more thought regarding the best loadout vs. survivability.
Our goal with this change is to increase the tactical aspect of the game, encouraging players to be aware of their resources and stick closer to teammates, so they can cover each other.

COMPENSATOR

BASE STATS
• Compensator effectiveness increased.
• Horizontal recoil: Reduction of 35% (from 15%).

We normalized the compensator’s distribution to give players tools to customize weapon recoil, but the Compensator is not strong enough to compete with the latest changes to the other muzzle attachments. We hope that this change will make it an option again.

MUZZLE BRAKE

BASE STATS
• Muzzle Brake effectiveness increased.
• First shot kick: Reduction of 50% (from 45%).

The Muzzle Brake is in the same situation as the Compensator, but is more balanced on DMRs, so we will increase the bonus slightly.

QUALITY OF LIFE IMPROVEMENTS

TWITCH

SHOCK DRONE
• Deceleration power: Increased to 14 (from 5.9). You will stop sooner when releasing the input.

We are making the Shock Drone respond better to player input. This will be represented with less sliding when stopping. The overall responsiveness of the drone will feel snappier and give the player more precise control over their gadget.

________________________________________

Try out the latest Siege updates on the Test Server and don’t hesitate to report any bugs or issues you encounter on the new and improved R6Fix.
Follow us and share your feedback on Twitter, Reddit, Facebook and on our forums.

Kompletter Artikel: Y8S1 Designer's Notes

Y7S4.2 Patch Notes

Y7S4.2 PATCH SIZE

Find the download sizes for each platform below.

  • Ubisoft Connect: 1.21 GB
  • Steam: 476.25 MB
  • Xbox One: 1.10 GB
  • Xbox Series X: 1.10 GB
  • PS4: 1.65 GB
  • PS5: 1.09 GB

OPERATOR BALANCING

TWITCH
  • Increased regular drones to 2 (from 1)
  • Removed Vertical Grip from F2

GRIM
  • Added 1.5x and 2.0x sights to Commando 552

WEAPON BALANCING

EXTENDED BARREL
  • (New) Damage bonus: increases weapon damage by 15%

PARA-308 (CAPITÃO)
  • Damage: reduced to 47 (from 48)

SUPERNOVA (ECHO, HIBANA, AMARU)
  • Damage: increased to 55 (from 48)

9MM C1 (FROST)
  • Damage: reduced to 36 (from 45)

AR-15.50 & M4 (MAVERICK)

  • Damage: increased to 67 (from 62)
  • Added 2.0x sights to M4

UZK50GI (THORN)
  • Damage: reduced to 36 (from 44)

AUG A2 (WAMAI, IQ)
  • Vertical recoil: increased upward speed.
  • Horizontal recoil: Long bursts now have an increased spread and tend to pull left.

COMMANDO 552 (GRIM, IQ)
  • Damage: reduced to 47 (from 48)

HIP FIRE PRECISION

WEAPONS AFFECTED

  • Spread increased: AK12, ARX 200, SC3000K, LMG-E, 6P41, T-95, 417, AR-15.50, CAMRS, MK14
  • Spread reduced: P10-C
  • Burst growth increased: AUG A2, AUG A3, POF 9, LMG-E, 6P41, T-95, 417, AR-15.50, MK14
  • Burst growth reduced: CAMRS

TWEAKS AND IMPROVEMENTS

PLAYER COMFORT

Advanced controller options

  • Players on PC and consoles can customize their controllers’ aim controls with Advanced Controller Options.
  • These options can be found in the Controller section of the Controls option menu.
  • We’ll be listening to player feedback to further improve this feature and offer new options as needed.

Bug Fixes

GAMEPLAY

FIXED – Most played Operators are not being chosen when inactive on the Random Operator selection screen.
FIXED – POF-9 recoil pattern isn’t displayed in Weapon Loadout screen and Shooting Range records.
FIXED – Button to access chat is not functional when Covert Voice to Text option is on during gameplay sessions.
FIXED – Match loadout when round begins sometimes does not match player’s loadout during character select stage.

LEVEL DESIGN

FIXED – Players can peek above the reinforcement at EXT Garage Balcony on Outback Map.
FIXED – Echo’s Yokai drone and Valkyrie’s Black Eye camera are able to scan the attackers at the “EXT Park” location immediately after they spawn when positioned on the ceiling of the 1F Lobby location on Nighthaven Labs.
FIXED – Multiple LOD issues on various maps.

OPERATORS

FIXED – Solis can’t shoot if SPEC-IO gets deactivated at the same time that Solis activates it.
FIXED – Caveira’s hair clips into her face in the Home section.
FIXED – Doc’s Stim Pistol is missing the keyword action reminder.
FIXED – While SPEC-IO is active, Solis’ arms and phone clip through the AR HUD when entering Observation Tool view.

USER EXPERIENCE

FIXED – Icon previews for loadouts do not load properly during the operator selection phase.
FIXED – No offers are displayed in the Gift to Friends section in Ubisoft Connect.
FIXED – Players can duplicate their account by unlinking an account and relinking to a new account.
FIXED – Players experience an infinite loading when attempting to convert any pack while also switching to a different one at the same time.
FIXED – Prompt to Apply Changes appears in Options menu despite no changes being made.
FIXED – Various UI issues.


Follow us and share your feedback on Twitter, Reddit, Facebook[www.facebook.com] and on our forums[discussions.ubisoft.com].

Kompletter Artikel: Y7S4.2 Patch Notes

Reputation Score Beta: Status Update – January 2023

Reputation Score Beta: Status Update – January 2023

INSTABILITY OF PLAYER STANDINGS

With the initial release of the system in BETA mode and some of the issues that were identified, we are aware that some players’ standings appear to be unstable and will change without clear feedback or gameplay activity.
To address this, we have already updated certain balancing aspects of the Reputation System and will continue to do so while also improving feedback and the types of behavior considered.

ABANDON MATCH IMPACT – (Quick Match, Event, and Newcomer playlists)

Leaving a match affects other players, so we continue to discourage leaving ongoing matches too much. However, we’ve heard community feedback and have temporarily disabled this effect as we continue looking to bring a better balance.

PLAYER REPORTS

Reports are a key part of our efforts against negative behavior and will continue to be an important aspect of the Reputation System in the future. We’ve identified an issue that has been negatively impacting the player reporting feature across the game and have deployed a fix to improve accuracy and responsiveness.
Additionally, we are working on increasing the robustness of how we handle player reports. This will include improvements to report validation and creating new systems to address the behaviors that are reported.

CONCLUSION

Due to the nature of the Reputation System, live testing is critical and having it operate in a BETA form is crucial. We will continue testing changes in the months and seasons to come and look forward to hearing your feedback. Key improvements are coming to overall system balance, in-game feedback, and player understanding and control.
Of course, during the BETA period, no positive or negative effects based on that Standing will be applied, allowing us to continue testing without directly impacting players.

Kompletter Artikel: Reputation Score Beta: Status Update – January 2023

Y7S4.2 DESIGNER'S NOTES

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 BALANCE

GRIM
  • Added 1.5x and 2.0x to Commando 552

Grim still needs to find the right place in the meta. We believe he has potential, but we do not have enough data to make a firm decision about which levers we should touch first.
Therefore, we will start by increasing his available weapon sights to make him more versatile. We hope that we can see more of Grim so we can evaluate the way he is used, and how we can make him more impactful.

TWITCH
  • Increased Drones to 2 (from 1)
  • Removed Vertical Grip from F2

We gave Twitch 1 regular drone when we released "Attacker Re-pick" because we were concerned about the amount of intel she could gather. The extra drone didn’t change the way Twitch was played, and most of her presence was driven by the power of the F2. Additionally, with her being the only attacker with a single drone it’s an exception that makes the game harder to learn for newcomers.
We want to strengthen her support capabilities by adding the extra drone and at the same time reducing the power of her weapon. We are aware that the F2 may become a challenging weapon to use as a result, but we believe that the 417 is a good alternative if you want something easier to control.

WEAPON BALANCE

EXTENDED BARREL
  • (New) Damage bonus: Increases the damage of the weapon by 15%

We added a lot of barrels in Y7S3, but the Silencer took the spotlight. We continued looking for ways to make the Extended Barrel more appealing, as the damage drop off isn’t enough to compete with the other muzzle attachments. In the end, we decided to address the base damage. This creates good synergies with current attachment behavior so, you will now keep both bonuses, base damage increase and drop off reduction.

We can take this direction thanks to the new recoil patterns, because landing all the bullets is more challenging, making the decision to go for the extra damage a riskier one.

HIP FIRE PRECISION

WEAPONS AFFECTED

  • Spread increased: AK12, ARX 200, SC3000K, LMG-E, 6P41, T-95, 417, AR-15.50, CAMRS, MK14
  • Spread reduced: P10-C
  • Burst growth increased: AUG A2, AUG A3, POF 9, LMG-E, 6P41, T-95, 417, AR-15.50, MK14
  • Burst growth reduced: CAMRS

Work on weapon hip fire is something that is always ongoing in the background. This time we have focused on some weapons that were very accurate from the hip compared to other weapons of the same family.

PARA-308 (CAPITÃO)
  • Damage: Reduced to 47 (from 48)

With the previous damage and the new Extended Barrel, the Para-308 was capable of downing a 2 armor operator with only 2 bullets. Even if Capitão doesn’t have a high presence, we believe that this combo is too strong, so we decided to slightly reduce the damage to prevent this situation.

SUPERNOVA (ECHO, HIBANA, AMARU)
  • Damage: Increased to 55hp (from 48)

We want to encourage the Supernova and Bearing-9 combo on Echo, so that players that enjoy setting up the sight have a reliable alternative besides Smoke and Mute.

9MM C1 (FROST)
  • Damage: Reduced to 36hp (from 45)

The 9mm C1 has the highest KD on defense by far. To compensate for the addition of the 1.5x during Y7S3.0 and to avoid removing it again, we decided to reduce the damage. You can still 1-shot players trapped in your welcome mats and the zoomed sight should help you make the headshot.

AR-15.50 & M4 (MAVERICK)
  • Damage: Increased to 67hp (from 62)
  • Added 2.0x sights to M4

Maverick’s weapon has always underperformed in comparison to other attackers, but his utility evened things out. Now that he doesn’t have access to Frag Grenades, we expected only more experienced Maverick players would use him, which normally results in an increase on all stats. Unfortunately, the change wasn’t enough.

He will be monitored closely, as there are few counters for his utility outside of aggressive peaking mid breach, so in terms of utility he is already very strong. Should he become extremely popular, it could make actively defending a reinforced wall feel pointless for defenders.

UZK50GI (THORN)
  • Damage: Reduced to 36hp (from 44)

The UZK had the highest damage per second of any SMG, it was more in line with the Assault Rifles than other SMGs. We were considering reducing its damage some time ago, but as Thorn is not very popular it was not urgent. Now that we are changing the Extended Barrel, the UZK’s potential power level needs to be brought in line.

AUG A2 (WAMAI, IQ)
  • Vertical recoil: Increased upward speed.

Horizontal recoil: Increased spread during long bursts with a slight tendency to the left.
The AUG A2 is one of the aforementioned weapons that benefit greatly by being combined with the Suppressor. We want to make this combo more challenging to use because it is quite strong on defense. It should be noted that these adjustments will have slightly different values on PC vs Consoles.

Try out the latest Siege updates on the Test Server and don’t hesitate to report any bugs or issues you encounter on the new and improved {LINK REMOVED}R6Fix.

Kompletter Artikel: Y7S4.2 DESIGNER'S NOTES

RAINBOW SIX SIEGE HOLIDAY PACK 2022

It’s that time of the year again – Happy Holidays from the Rainbow Six Siege team!

To celebrate the festive season, we have a special surprise for you:

Every player connecting to the game between December 22nd, 2022, and January 3rd, 2023, will be awarded a free Holiday Pack!

The Holiday Pack will be accessible in the Pack section on the home screen. Once activated, players will receive one free Operator from Year 1-7. This Operator will be randomly selected and will not include any Operators that the player has already unlocked.

Those who already own all Operators will receive a brand-new free headgear and uniform for the Operator Ying, as well as a brand-new signature weapon skin – holiday-themed of course!

We hope you enjoy this little gift from the team, and we wish you a great start to the new year.

Kompletter Artikel: RAINBOW SIX SIEGE HOLIDAY PACK 2022

COMMUNITY ARTIST BUNDLE PROGRAM Y7S4: RETRODISASTER


The Community Artist Bundle Program is bringing yet another amazing bundle in Y7S4 in collaboration with Prime Gaming. This new edition has been designed by the talented Retrodisaster for the operator Ace! Starting December 14th, his operator bundle will be available to redeem for a limited time on the dedicated Rainbow Six Siege {LINK REMOVED}Prime gaming page.

With this program, we want to celebrate our amazingly creative and dedicated community artists and give them the chance to have their art styles represented in-game. Each chosen artist will have the opportunity to design a full set for an operator of their choice and the resulting bundles will become available for limited time during Year 7 and beyond.

Don’t forget to have a look at our previous bundles if you haven’t yet: {LINK REMOVED}SAU_SIEGE, {LINK REMOVED}Sunstark, {LINK REMOVED}FrAgMenT, {LINK REMOVED}Pericote, {LINK REMOVED}Shinosaaaaaaang, {LINK REMOVED}Siege Tales.

Retrodisaster’s Ace Operator Bundle includes:

  • Uniform
  • Headgear
  • AK-12 weapon skin
  • Charm
HOW TO REDEEM THE BUNDLE

The Retrodisaster Operator Bundle will be available via Prime Gaming for a limited time, starting from December 14th.

Prime Gaming members will be able to claim this exclusive set for free. If you’re not a Prime member yet, you can sign up for a free trial.

Here’s how you can get these Prime Gaming offers:

  • Link your Ubisoft and Amazon accounts {LINK REMOVED}here.
  • Redeem the respective offer through Prime Gaming {LINK REMOVED}here.
  • Receive the content automatically in-game within 48 hours.
ABOUT THE ARTIST

In January 2020, Retrodisaster started posting Rainbow Six Siege-related artwork. Following the great response and feedback he received from the community, he was motivated to share more of his art on social media, and we are glad to see that he keeps on posting it to this day!

Through his sickly sweet and light-hearted comics, Retrodisaster wants to reproduce real interactions that he had with his friends and relatives, making the situations silly by giving his characters big eyes and keeping his usual pastel color palette.

As Ace is Norwegian, Retrodisaster wanted to show the operator’s origins with a warm sweater, earmuffs, and the trapper hat that sits silly on his head. The details on Ace’s outfit represent friendships and the people Retrodisaster had the opportunity to meet through the Siege community, those who encouraged him and gave him the motivation to draw even more. By adding those details in his bundle, he took the opportunity to show his appreciation for the community and the friends he has made during his journey as a Siege community artist.

To see more of Retrodisaster’s work, go check his Twitter and {LINK REMOVED}Instagram accounts.

FAQ

What is the Community Artist Bundle Program?

The Community Artist Bundle Program launched in Y6S1 and it brings operator bundles created by some of our most talented and dedicated Siege fan artists into the game.

I’m a Siege fan artist too – what can I do to get selected as well?

Given the length of our production cycle for in-game content, the fan artists for Year 7 have already been determined. However, we are always on the lookout for future participants. If your goal is to see your bundle in-game, continue showing us your passion and strive to be an outstanding member of the Siege community. We have multiple ways for our dedicated community artists to get more involved with the game, such as the Ubisoft Star Player Program.

How can I get the Y7S4 Retrodisaster Operator bundle?

Link your Ubisoft account with your Amazon account {LINK REMOVED}here and claim the Operator set through {LINK REMOVED}Prime Gaming starting from September starting from December 14th. After successfully redeeming the content, it will be available in your in-game inventory within 48 hours. Players must have Ace available as an operator.

Can I buy the Retrodisaster Operator Bundle with Renown or R6 Credits as well?

The Retrodisaster Operator Bundle is exclusive to Prime Gaming for a limited time only and can be obtained via the Prime Gaming offer as described above. Prime Gaming is included for free with Amazon Prime, and free trials are available for new users.

Will this offer be available on all platforms?

Yes, it can be redeemed on PC, Xbox One, Xbox Series S|X, PlayStation 4, PlayStation 5, Amazon Luna, and Google Stadia.

How long will this offer be available?

Following its release on December 14th, you have one month to claim this offer via Prime Gaming.

I don’t see my rewards.

If you’re having trouble redeeming your Retrodisaster Operator Bundle, please contact our {LINK REMOVED}support.

For more information about Prime Gaming, visit the {LINK REMOVED}Prime Gaming FAQ.

Kompletter Artikel: COMMUNITY ARTIST BUNDLE PROGRAM Y7S4: RETRODISASTER

Y7S4.1 Patch Notes

Y7S4.1 Patch Notes

Y7S4.1 PATCH SIZE

Find the download sizes for each platform below.

  • Ubisoft Connect: 1.7 GB
  • Steam: 1.7 GB
  • Xbox One: 1004.25 MB
  • Xbox Series X: 1.25 GB
  • PS4: 1.22 GB
  • PS5: 1.11 GB

BUG FIXES

GAMEPLAY

FIXED – Electricity VFX is not visible on deployable shields, reinforced walls and hatches.
FIXED – Players are able to see through barricades while picking up a deployable gadget.

LEVEL DESIGN

FIXED – Various gaps on Consulate that were allowing the attackers to see inside the building.
FIXED – Various LOD issues on Nighthaven Labs.
FIXED – Multiple LOD issues on various maps.
### OPERATORS
FIXED – Solis’ hands go into an animation loop after cancelling the Megascan.
FIXED – Solis’ SPEC-IO loses functionality when Solis reactivates SPEC-IO after a Megascan at the end of the gauge.
FIXED – Solis’ hands remain frozen when vaulting while SPEC-IO is active.
FIXED – Hibana’s X-Kairos pellets are not destroyed if they are placed on a Kiba barrier and the Kiba barrier gets destroyed.
FIXED – Various operator VFX issues.

USER EXPERIENCE

FIXED – Xbox players cannot invite cross-generation.
FIXED – No notifications are present in the game when the player is presented with the cinematic that plays on first boot.
FIXED – Grim is missing from the U+ accounts.
FIXED – Various UI issues.
FIXED – Various Battlepass V2 issues.
FIXED – Various crossplay issues.
FIXED – Various localization issues.
FIXED – Various shop and customization issues.
FIXED – Can’t reconnect to an online Custom Game after leaving the session and attempting to re-join.


Follow us and share your feedback on Twitter, Reddit, Facebook[www.facebook.com], and on our forums[discussions.ubisoft.com].

Kompletter Artikel: Y7S4.1 Patch Notes

Ranked 2.0 Dev Blog

NEW RANKED SYSTEM

In the past, the Ranked System was a pure skill system in which there was only one value, the MMR, used for Skill and Rank. Any change that we needed to make on the Ranked system was affecting the skill and thus the matchmaking.

WHAT ARE WE CHANGING?

We are splitting what was previously known as MMR into Skill and Rank.

SKILL

Your skill (what was previously known as MMR) will be a hidden value that will be used for matchmaking.

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

UNCERTAINTY

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

SKILL UPDATE

The update of your Skill as a player has not changed with this new system, meaning that the Skill is updated solely on the outcome of your match. If this outcome is unexpected (for example, you lost against players with a lower skill than your team), the skill updates will be more substantial, and vice-versa. In addition to that, the more confident we are about your skill (i.e., if your σ is low), the smaller the updates will be.

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

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

RANK

Rank, on the other hand, will be used for the progression through the competitive ladder. Rank will update after every match through RANK POINTS. The way it works is that the amount of RP that you win or lose after each match will be proportional to the difference between your Skill and your Rank.
Additionally, we are introducing a new Rank between Platinum and Diamond called “Emerald” to soften the steep progression between the upper part of the ladder.

Let’s see a couple of examples:

Player A is a Champion player (+5000 Skill) that just started playing this season ( Copper 5 Rank ). This player, since we don’t reset Skill anymore, will be matched from the start of the season against players of the same Skill but since their Rank is very far away from their Skill, each time this player wins a match, they will be rewarded with a lot of Rank Points (during Y7S4 this will be around 80 RP which is the maximum) in order to progress quickly towards their real Rank, similarly, each time this player loses a match, the Rank Points they lose will be minimal ( during Y7S4 this will be around -9 RP which is the minimum) as they are very far away from their real Rank. For this player, this gain/loss difference will continue like this for the large majority of their climb towards their real Rank and should see a decrease in their gains and an augment in their losses at around the Diamond Rank.

Player B is a Silver player ( 2200 Skill ) that has been playing this season for some time already and they managed to achieve their Rank at Silver II. This player now has a Rank that matches their Skill and thus, each time they win a match, they will be awarded a standard amount of RP ( around 40 RP) and each time they lose, they will lose a standard amount of RP ( around 30 RP). We introduced a difference between the standard win and the standard loss in order to allow players to always try to aim for a higher Rank and improve throughout the season. This does not mean that this player will be granted free Ranks since we assume that a player who has reached their real Rank will probably sit at a win rate of around 50%, but if this player keeps playing and trying to win, they will probably end the season at a higher Rank of their previous season and thus earning more rewards!

RANKING UP

When you win enough RP at the end of the match, you will go up to the next division. Each division consists of 100RP.

RANKING DOWN AND THE DEMOTION SHIELD

When losing a match and the resulting RP is below 0, you should normally get ranked down to the previous division or Rank, but we have introduced a new system called Demotion Shield that will prevent that from happening and instead leave you with 0 RP. This will only happen if you have more than 0 RP by the start of the match. If you lose a match when you already have 0 RP, you will rank down normally.

REMOVAL OF PLACEMENT MATCHES AND SKILL RESET

With this new system in place, we are removing the placement matches as we will no longer reset your skill every season, and thus we no longer need them to know your skill at the start of the season.
Placement matches were not working as intended in the previous versions of Ranked, resetting the skill forced us to have a system in place to try to guess your real skill before starting your Ranked journey but they were too inaccurate for that purpose as the system didn’t have time to have a correct guess.
For example, a player who just started playing Ranked in Rainbow Six: Siege could have very good placement matches (whether by their own skill, by luck or by getting “carried”) and the system would have placed that player far above their real skill, making Ranked a very frustrating experience having to play against much more experienced players, or, on the other hand, a very skilled player who was very unlucky or had very bad matches during the placements could be placed too far below their real skill, destroying the competition until they got to their real skill bracket.

Removing the skill reset will ensure that the Matchmaking quality of your games will not deteriorate at the start of the season as we will already know your skill level and you will be matched against similar opponents.

What we will be resetting is your Rank every season, and at the start, everybody will be placed in Copper 5 and climb up from there.

PLAYING WITH FRIENDS

From now on, we are removing the Squad MMR Restriction that was preventing you from playing with your friends.

Squad MMR Restriction was a necessary evil that we had to put in place to prevent some exploits in the system, but we know the importance of being able to play Rainbow Six: Siege with your friends. The separation between Skill and Rank now allows us to have different measures running on the backend to prevent those exploits without compromising your ability to play with your friends.

We do believe that this new system will make everyone’s experience much better, but we will be monitoring this very closely as we now have the tools to act if we see any abuse taking place.

WHAT DOES THIS MEAN?

Overall, your Ranked experience will now be a much steadier progression towards your goal, but you will notice that the closer your Rank gets to your real Skill, the updates that you get after each match will be smaller.

With how the seasons in Rainbow Six: Siege are structured, we believe that this new system will allow players to reach their goal more reliably without the feeling that they are bouncing from one Rank to the other without progressing.

WHAT IS TO COME?

With this first batch of changes coming to Ranked we have laid out the foundations to build a much more resilient Competitive structure that will help us improve without compromising the existing ecosystem. We will be monitoring the new Ranked during S4 since systems as massive as these ones are always tricky to land on the first shot without the real experience of exposing this to players, we did our simulations, but reality will always be different, and we are happy to listen to your feedback.

With how the system is built we can easily tweak the numbers behind Ranked without having to rebuild the system, so expect some tuning and changes in the coming seasons!

Kompletter Artikel: Ranked 2.0 Dev Blog