Y7S4.2 Patch Notes


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


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

  • Added 1.5x and 2.0x sights to Commando 552


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

  • Damage: reduced to 47 (from 48)

  • Damage: increased to 55 (from 48)

  • Damage: reduced to 36 (from 45)

AR-15.50 & M4 (MAVERICK)

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

  • Damage: reduced to 36 (from 44)

  • Vertical recoil: increased upward speed.
  • Horizontal recoil: Long bursts now have an increased spread and tend to pull left.

  • Damage: reduced to 47 (from 48)



  • 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



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


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.


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.


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.


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


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.


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.


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



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.



  • 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.

  • 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.


  • (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.



  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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


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.



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

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.

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.


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.


Y7S4.1 Patch Notes

Y7S4.1 Patch Notes


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



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.


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.
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.


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


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.


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


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).


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.


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, 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!


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


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.


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.


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.


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.


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

Y7S4 Solar Raid Patch Notes Addendum

You can find here the updates and fixes made over the course of the Y7S4 Season Test Server. For the full Operation Solar Raid Patch Notes, follow the link below:
{LINK REMOVED}https://www.ubisoft.com/en-ca/game/rainbow-six/siege/game-info/seasons/solarraid


Find the download sizes for each platform below.

  • Ubisoft Connect: 5.44 GB
  • Steam: 5.1 GB
  • Xbox One: 4.01 GB
  • Xbox Series X: 4.44 GB
  • PlayStation 4: 4.59 GB
  • PlayStation 5: 4.31 GB



  • Added voiceover lines in the Team Deathmatch playlist.



FIXED – Electricity VFX is not visible on Deployable Shields or reinforced walls and hatches.

FIXED – Operator remains stuck inside the garbage bin when exiting rappel above it at EXT Front Yard on Chalet map.

FIXED – Operators’ legs twitch when shown in the MVP screen.

FIXED – Exit Rappel option appears in some locations where it can’t normally be used.

FIXED – Leaning back and forth while aiming down sight is faster while rappeling.

FIXED – An extra bullet is fired and not subtracted from the ammo pool when shooting before the reload animation is finished.


FIXED – Defenders are undetected in a specific area outside on Clubhouse map.

FIXED – Attackers can reach the top of the skylight after vaulting on Osa’s Talon-8 on Villa map.

FIXED – Operators can fall through the map at EXT Zodiac on Yacht map.

FIXED – Multiple LOD issues on various maps.


FIXED – Animation doesn’t correctly flip Grim’s Kawan Hive Launcher.

FIXED – Solis counter-defusing with Spec-IO equipped results in a delayed animation.

FIXED – The LFP586 Revolver has 7 bullets instead of 6 after reloading.

FIXED – "MAX" indicator is not displayed in Solis’ Spec-IO Electro-Sensor when 5 or more devices are detected at the same time.

FIXED – Solis’ primary weapon is equipped while holding a gadget when Spec-IO’s cooldown runs out.

FIXED – Several Operators are not revealed when pinging or scanning their in-use devices with Solis’ Spec-IO Electro-Sensor.

FIXED – Jackal’s Eyenox can be pinged by Solis’ Spec-IO even when the device isn’t in the identification area.

FIXED – Solis cannot equip weapons if the scan progress bar completes right before the Spec-IO Electro-Sensor battery runs out. 

FIXED – Incorrect animation when Solis is affected by an EMP while Spec-IO Electro Sensor is activate.

FIXED – Buck’s Skeleton Key deals more damage with Extended Barrel equipped on C8-SFW.

FIXED – Grim’s Kawan Launcher fires through reinforcements while deployed on Thermite’s Exothermic Charge.

FIXED – The second charge of Ace’s S.E.L.M.A. can destroy part of a wall that is jammed by Mute’s Signal Disruptor.

FIXED – Assist score is unavailable for IQ’s Electronics Detector after scanning Pulse or Vigil’s abilities before they’re eliminated.

FIXED – Both bombs are not revealed at the same time with IQ’S Electronics Detector.

FIXED – IQ’s Electronics Detector is closed if IQ throws a drone while it’s active using advanced drone deployment and reopens automatically after IQ exits drone view.

FIXED – Jackal’s Eyenox doesn’t reactivate on the first try after a concussion state with the device activated.

FIXED – Doc’s voice lines are missing when using the Stim Pistol on himself or other players.

FIXED – Bandit’s Shock Wire is destroyed if the object supporting the device is destroyed.

FIXED – Default Sight for 552 Commando is incorrect.

FIXED – Animation is canceled when trying to go through a hatch as Oryx while Dokkaebi’s Logic Bomb is active.

FIXED – Azami’s hitbox is slightly too big.

FIXED – Poured liquid is misplaced in Elite Warden’s victory dance.

FIXED – Various Operator VFX issues.


FIXED – In-game keyboard functionality is lost after opening and closing the Ubisoft Connect overlay when Raw input is on.

FIXED – When using the Hide Other Players Privacy option, reporting other players reveals their real username, but the notification message still uses the NATO phonetic alphabet.

FIXED – Weapon skins accessed via News are sometimes showcased on secondary weapons instead of primary.

FIXED – Hip fire recoil on Shooting Range does not match the recoil in PVP games.

FIXED – Scramble VFX is missing when switching to or between Observation Tools.

FIXED – "Lefty" Controller layout doesn’t apply to Maestro’s Evil Eye.

FIXED – Various UI issues.

FIXED – Various Localization issues.

FIXED – Various Privacy settings issues.

FIXED – Various Audio and SFX issues.

FIXED – Various Match Replay issues.

FIXED – Various Spectator mode issues.

FIXED – Various Custom Game issues.

FIXED – Various Customization issues.

FIXED – Various UI issues.

FIXED – Various Audio and SFX issues.

Kompletter Artikel: Y7S4 Solar Raid Patch Notes Addendum

Reputation System Beta: Reputation Standing & Fair Play Program Beta

This season the Reputation System will see its Beta release, after previously running in a shadow mode. With the Reputation System Beta, we’ll be taking the next step by giving and showing players their Reputation Standing, while also allowing players to improve their behavior, playstyle, and interactions with others, without receiving any positive or negative effects based on that Standing. Today, we are going to outline its evolution with the addition of the Reputation Standing feature and provide information on the Ubisoft Fair Play Program Beta.


At its core, toxicity is any behavior that is harmful to the people around you. In Rainbow Six Siege, this can mean behaviors and actions that are deliberately or passively harmful to players, in either a direct or indirect way.
The following non-exhaustive list of behaviors are considered to be disruptive and could result in a negative Standing:

• Unwanted Communication (Cases of misconduct on either the written or voice chat level, such as insults, threats, harassment, or offensive language through our game systems)
• Threatening And Aggressive Behavior (Impersonation, hateful conduct, etc.)
• Negative Attitude (Griefing, game rage, sabotaging the team, friendly fire, blocking/disrupting teammates, giving away positions)
• Leaving the game (Disconnecting, abandoning, AFK, rage quitting)
• Communication Abuse (Offensive language, sexual harassment, flaming, harassment, online voice chat abuse, taunting, disruptive audio, chat spam, etc.)
• Hate speech (Discrimination, racism, sexism, homophobia, emotional abuse, bullying)
• Exploits, Botting
• Any other actions that go against the Rainbow Six Siege {LINK REMOVED}Code of Conduct or {LINK REMOVED}Terms of Use.


The importance of tactics and the high lethality of the game can lead some people to display harmful behaviors when mistakes or problems occur. The vast majority of players only demonstrate harmful behaviors occasionally, while there is a solid core of people who do so consistently and intentionally.
Siege is a competitive, team-based game where every action is centered on cooperation, which creates an incredible playground for our community, but can also trigger negative engagement from some people, disrupting the experience for all. That’s why we’re continually working on toxicity detection and prevention and making changes to certain models to ensure our community has the best possible gaming experience.


The Reputation System is helping us to move away from actions that were centered solely on sanctioning and banning players, though these will remain to be viable tools in some cases. The goal of this feature is to guide and give players the opportunity to change the way that they interact with others and with the game. It also aims to discourage poor behavior through feedback and consequences, and to highlight and support those who positively contribute to the game environment, making the game a better place for others.


Each player will now be given a Reputation Standing which reflects their in-game behavior. There are 5 Standings ranging from Dishonorable at the lowest, and Exemplary at the highest point.


The reputation system tracks a variety of in-game actions that can be positive or negative, assigns a score to them, and applies effects to players’ accounts. This generates the Reputation Standing, a rating given to each person that shows how their in-game actions are perceived. The system must be understandable and trustworthy so that everyone can understand how their actions affect their Standing, and how to change it. The goal is to provide feedback to our players and to promote healthy interactions while discouraging toxicity. With this system, we seek to encourage positivity, inclusion, and engagement in the game.


To begin with, there will be no negative or positive effects from having a particular Standing. Our goal is for players to learn the new system, and to have a chance to adapt their behaviors before such effects go live.
During Year 8, we will enable penalties and bonuses which will be given based on a player’s Standing.

Negative Standing:
• Reduced in-game gains
• Limited game modes & other restrictions
• Potential escalation of penalties
• Opportunity for learning and reform
Neutral Standing:
• No effects
Positive Standing:
• Increased in-game gains
• Benefits persist as long as a player maintains their standing
• Special exclusive items


Your Reputation Standing can be found on the Reputation tile on the main menu, the profile page, and in the Reputation hub. Your Standing will be private however, so this information will not be available to others.
The main place for all things Reputation will be the Reputation hub, which can be accessed via the Reputation tile on the main menu. Here you can see your Standing and any active penalties. You will also be able to find more in-depth information on how the system works.
The Reputation tile has also been updated so that you can now check your Standing at a glance. This will give you a quick snapshot, showing which standing you currently have, while the Player Profile will show your Standing as well as any current penalties.


We will be deploying many of the first player-facing aspects of the Reputation System as part of a gradual rollout strategy. This allows us to continue to stress test our designs and systems, have meaningful effects of disruptive player behavior, all while also doing a form of pre-onboarding for players.
With this Reputation System Beta onboarding, we will start by showing players their Reputation Standing along with various messages that inform them how they are currently being perceived by the system. During this time, many aspects of the system such as the bonuses and penalties will be turned off. This gives players a low-risk time to take appropriate actions on their Standing and allows for large scale testing and conversation around the overall reputation calculation system.
The Player Behavior and Rainbow Six Siege team is working hard to implement changes to the game while keeping in mind to increase cooperation and address toxicity.


As part of the Reputation System Beta Release, Ubisoft is processing your personal data to provide you with the program. To learn more about the way your personal data is being processed, please read the {LINK REMOVED}privacy policy.


The Ubisoft Fair Play Program (Beta) is a new program designed to help players understand the roots of toxicity and how to address disruptive situations online.
Find out how to best handle online frustrations and create a positive environment for everyone through videos, quizzes and tips from pro players {LINK REMOVED}here*.
*Note that the Fair Play Program Beta content is currently only available in English.


All individuals should be treated with respect, and we strongly believe that both good and bad behaviour must be addressed. For a long time, we have focused our efforts on negative behaviors and bans, but now we want to broaden our field of expertise and actions. We want players to be able to play the game as it was designed, and our anti-toxicity measures must reflect that. The ultimate goal is to guide players towards behaviors we want to encourage in the game, rather than purely focusing on sanctions.
The Player Behavior and Rainbow Six Siege team is working hard to implement changes to the game while keeping in mind to increase cooperation and address toxicity.

Kompletter Artikel: Reputation System Beta: Reputation Standing & Fair Play Program Beta



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!







{LINK REMOVED}Rainbow6itacom

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 {LINK REMOVED}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.