Below you will find the download sizes for each platform.
Ubisoft Connect: 480 MB
Steam: 394 MB
Xbox One: 660.60 MB
Xbox Series X: 655.26 MB
PS4: 551 MB
PS5: 480 MB
BUG FIXES
GAMEPLAY
FIXED – Blackbeard mounted shield can block Stun Grenades. FIXED – Defenders gadgets become indestructible after being downed or killed while holding the gadget. FIXED – Gadgets are indestructible after getting pushed while holding the gadget in hands.
OPERATORS
FIXED – Amaru can’t use Garra Hook to get to the top of the left tower of Emerald Plains
USER EXPERIENCE
FIXED – Operator Portrait is not equipped after purchasing a bundle and pressing the "Equip All" button. FIXED – Crosshair will become a white dot in multiple conditions for Montagne. FIXED – Camera issues during match replay on Emerald Plains.
Coming hot off the recent release of Emerald Plains, our dev team were excited to answer your burning questions about Maps and Operators – past, present, and future. Over the course of the AMA, they answered a variety of topics, including night maps, the design process of Emerald Plains, and their approach to keeping Siege fresh each season. You can review the full AMA here!
We’re planning more focused AMAs like this in the future to cover a range of different topics, so keep an eye out for future Q&As!
MAPS
Q: What are your plans to combat players banning future new maps/reworks instead of giving them an honest chance?
A: Good question! We have plans to change up the existing map ban system later this year and will be sharing more soon but suffice to say, this new system should lead to a wider range of maps seeing more active play in Ranked! – Alexander
Q: Curious about Emerald Plains design and what other maps it incorporates from. With the map design process, do you look at other maps and try to incorporate similar structure? Or is it from the ground up?
A: The comparisons to Bartlett make sense – Emerald Plains DID begin its life as a Bartlett rework. As we proceeded to change more and more of the map during the reworking phase, we quickly found that it was becoming its own map and didn’t fit our definition of a rework, so we decided to shift gears and lean into the newness, theme and all. While there are hints and nods to its old self like the foyer and two front towers, its moment-to-moment gameplay flow is entirely different from its humble beginnings as a Bartlett rework. – Frédéric and Yann
Q: Is there a possibility to see night maps return to the game, possibly in Casual mode?
A: Whenever we choose to make a night map, we need to ensure that it’s well-lit to ensure the most balanced and competitive environment possible. It doesn’t matter whether a future map is night or day, but the lighting of the map needs to offer fair play. We don’t have plans to turn past maps into night maps, but we aren’t closing the door to future maps! – Alexander
Q: What kind of challenges does bringing in new maps for TDM present to the Level Design team? With the introduction of TDM, is this the start of a more reinforced casual side to Siege?
A: The main challenge is that this is largely new to us in the scope of Siege. We’re used to thinking about attack and defense aspects of our maps, but for TDM, we need to make sure no one area is too defensible – you should be able to easily navigate, and orient yourself, and easily identify opponents at a glance. Let’s just say that after making this, we have a lot of ideas we didn’t get a chance to use, so we have those stored away.
As for the question about Siege’s casual side, when we have a community that’s as large and diverse as the Siege community, we absolutely want to reinforce our casual playlists just as much as we reinforce the competitive side, so this is something that’s always important to us to consider. – Yann and Alexander
Q: How arduous is the process of finding and fixing exploits, unfair angles, and other cheesy things when creating a new map?
A: We wish we played viciously enough to catch everything on the first pass! Our QC team is incredibly instrumental in helping us find these issues given the amount of time they put into these maps ahead of release. At the end of the day, though, the community also plays a huge role in this process, as millions of players tend to help catch things that a singular Map team may not always catch. We appreciate your ability to stretch the game’s boundaries to their max, which helps to catch these exploits. It makes for an interesting process of searching, resolving, getting feedback, and continuing to iterate. – Frédéric and Yann
Q: How do you tackle map reworks on maps that are popular?
A: Oregon is a great example of this. Before every rework, we look at pick rate and win rate of objectives and seek to try and equalize them. This one in particular was becoming stale prior to the rework and certain objectives were played the same way every time, so we tried to analyze which aspects of the map were strongest and most fun. This is where a workshop with pros came in. We often work with them to identify how to make the game flow more versatile and offer up more ways that plays can approach a map instead of falling into a routine they use every time. – Yann
Q: Emerald Plains only has a single point of entry on the roof of the map. What was the thought process behind this?
A: Putting entry points on the roof tends to be a tricky balancing act, as there are often very few ways for Defenders to counteract this – specifically when there are hatches on the roof. Regarding the skylight, it was originally far more powerful in an earlier version, but we found with testing that even if you were more vulnerable while rappelling all the way down, it was way too much of an advantage for Attackers and had to be tweaked. – Yann
Q: Will we ever have a unique combination of armor and speed in the future? (ie. 3 armor 2 speed)
A: Good question! This is something we’ve experimented with, but are still looking at how we can "break" this system with it still being fun and balanced. We’ve also been toying with a 4-speed Operator, but the world’s not ready yet (and maybe we’ll never be ready for it). – Dominic
Q: One of the complaints from more old-school or traditional players is that the game has lost its more realistic tone and design, especially so in the gadgets. Do you plan on continuing this trend of futuristic and sleek looking gadgets? Or do you plan on mixing in more grounded looking gadgets as well as more futuristic looking ones?
A: Since Siege’s inception, it’s been important to us to ground the concepts behind our gadgets in existing real-life technology with the caveat that fun and balanced gameplay comes first. Sometimes, it’s necessary to stretch the bounds of reality and the real life tech we use as inspiration to fit the gameplay. Just look at Thatcher and Pulse: a grenade-sized EMP capable of disabling most electronic gadgets and a handheld heartbeat sensor of this strength take tech people are familiar with and stretch their reality to make them fun in a game concept.
With your example of Thorn, this is quite close to how we handled Thatcher. The look of gadgets may touch on an Op’s lore, but 1:1 translations from real life often don’t have the same fun factor, so this is where the ingenuity of our designers comes in.
Looking to the future, we will strive to strike a balance between real life tech inspiration and near-future innovation, all while prioritizing fun-factor. We still apply the same care and thoughtfulness to our gadgetry that we did with our Operators 7 years ago. – Alexander
Q: How did you collaborate with the game balance team when introducing Azami and her gadget to make sure it isn’t too OP, especially since her ability can modify the entire flow of a room?
A: From the prototyping phase, we sit down with Balancing once a week to explain our intentions and get an idea of any concerns they may have. This way, we can look at how best to strike that balance and offer as many possible ways to tweak an Operator in the future. We also take time to consider how they can affect (and be affected) by older legacy maps, which sometimes leads into considering reworks for the future. In that way, making an Operator isn’t JUST about talking with Operator designers – it touches so many other teams. – Dominic and Frédéric
Q: How do you decide who gets what scope magnification? Is there a reason some guns have a 1x and a 2x, but not a 1.5x?
A: This really comes down to balancing the distance that an Op is viable at. Due to the nature of their gadgets and gameplay, this helps to determine where Ops play, so choosing their scope magnifications is an extension of helping to define where and what range they play from. This is also why different Ops might have different scopes available, tying directly into their unique styles of play. Also, we ARE investigating adding 1.5x scopes, so that’s something we’re looking at for the future. – Dominic
Q: Why the shift towards not releasing new weapons and instead reusing weapons?
A: We have a massive roster of weapons and while there’s always a chance of introducing new ones in the future, we also want to ensure we use the over 100 guns already in the game to build interesting loadouts that expand on weapons that are fan-favorites or that haven’t had the chance to shine. We’d still love to give renewed life to weapons that have been in there from day 1. – Dominic
Modern Warfare 2 kommt: Infinity Ward arbeitet an einem Reboot des populären Ego-Shooters von 2009 – der Release ist für 2022 geplant. Bis zur Veröffentlichung erster handfester Infos und Gameplay-Trailern dürfte es nicht mehr lange dauern: Aktuellen…
Jonathan Ferguson, a weapons expert and Keeper of Firearms & Artillery at the Royal Armouries, breaks down the weaponry of Ready Or Not including a number of non-lethal firearms such as the Taser and a paintball gun that fires irritant, as well as more conventional weapons like the MP5 and the FN FAL.
Am Sonntag war es noch ein bloßer Teaser auf Twitter, nun nutzte Entwicklerstudio Infinity Ward die gleiche Plattform für die offizielle Ankündigung: Call of Duty Modern Warfare 2, der Nachfolger zum Reboot-Shooter von 2019 wird kommen. Im Rahmen der…
Fans von Call of Duty dürfen sich beim kommenden Modern Warfare 2 offenbar auf die “fortschrittlichste Erfahrung” der Reihe freuen. Das gab Activision in einem Statement bekannt. Zudem gibt es ein Update zum nächsten Warzone-Spiel, das sich schon in…
In its latest investor’s call, Activision Blizzard began hyping up the upcoming release of Call of Duty: Modern Warfare 2. The company described the sequel to 2019’s Modern Warfare as “the most advanced experience” in the history of the franchise.
Activision also added that a refreshed Warzone was still in development, and is being built from the ground up alongside Modern Warfare 2. The free-to-play FPS battle royale will also have several “groundbreaking innovations” that will be revealed later this year, Activision added.
Season 3: Classified Arms will go live after the Vanguard and Warzone updates arrive on April 26 at 9 AM PT / 12 PM ET. Here’s a breakdown of everything confirmed for Season 3 for the games, which will see a new Ice Axe melee weapon added and unlocked through an in-game challenge.
Der zweite Teil des Reboots könnte bald zum ersten Mal gezeigt werden. Zumindest lässt der Twitteraccount des Entwicklerstudios Infinity Ward aktuell diesen Schluss zu.
Y7S1.2 will release on April 19 on all platforms. For additional information and further details on the changes listed below, please see our Y7S1.2 Designer’s Notes[rainbow6.com].
Y7S1.2 PATCH SIZE
Below you will find the download sizes for each platform. • Ubisoft Connect: 3.75 GB • Steam: 1.9 GB • Xbox One: 2.46 GB • Xbox Series X: 2.61 GB • PS4: 2.98 GB • PS5: 2.32 GB
NEW MAP
EMERALD PLAINS
• Added Emerald Plains to Ranked, Unranked, Quick Match, Team Deathmatch, Newcomer and Lone Wolf PVE map playlists. • A blog post with more details about Emerald Plains will be coming soon and can be found here[rainbow6.com].
OPERATOR BALANCING
BANDIT
• Bandit can now attach multiple batteries to the same surface or device.
BLACKBEARD
• Added Claymore (removed Breaching Charges).
GRIDLOCK
• Gridlock now has 4 Trax canisters (from 3).
NOMAD + ORYX
• Recovery time from knock-back effects is now 1.25s (from 2s). • Operators will now remain prone after recovering from a knock-back effect.
WARDEN
• Increased duration and cooldown of Glance Smart Glasses to 20s each (from 10s).
YING
• Reduced duration of the Candelas flash to 1.4s (from 2.8s). • Increased the number of Candelas to 4 (from 3).
GADGET BALANCING
CLAYMORE
• Increased the number of Claymores to 2 (from 1).
TWEAKS AND IMPROVEMENTS
PLAYER COMFORT
FoV • Added Field of View slider on console (PS4, PS5, Xbox One & Xbox Series S/X). • Please note, setting the field of view above 60 may result in lower frame rate and some graphical issues.
GAME HEALTH
Map Rotations • Removed Outback from the Newcomer playlist.
BUG FIXES
GAMEPLAY
FIXED – Various Team Deathmatch issues. FIXED – Players are not getting points for destroying drones during "Prep Phase". FIXED – Operators are receiving damage after being pushed through a destroyed wall by Nomad or Oryx. FIXED – Operators affected by Capitão’s Asphyxiation Bolt still take damage after the fire disappears and Capitão exits the game. FIXED – Montagne will retain his Ballistic shield equipped if Oryx pushes him while retracting the Shield. FIXED – Defenders can see Jackal footprints in support mode after reconnecting. LEVEL DESIGN FIXED – Various LOD issues on Emerald Plains map. FIXED – Various LOD issues on multiple maps.
OPERATORS
FIXED – Various Azami Kiba Barrier issues. FIXED – Deployable gadgets get destroyed when Kapkan deploys his EDD in their proximity. FIXED – Tachanka can kill the hostage when the Hostage Death setting is turned off. FIXED – Various operator VFX issues.
USER EXPERIENCE
FIXED – Various Localization issues. FIXED – Various Customization issues. FIXED – Various UI issues. FIXED – Various Shop issues. FIXED – Various Audio and SFX issues. FIXED – Various Battle Pass issues. FIXED – Missing blood particles when taking damage. FIXED – Various key binding issues. FIXED – Multiple playlist and matchmaking issues.
In this latest edition of Designer’s Notes, we’ll go into more detail about the balancing changes that’ll come with Demon Veil’s mid-season balancing update and give you an insight into the reasons behind these changes. For more information on all the updates, changes and content that was released with Demon Veil, check out the seasonal patch notes here[rainbow6.com].
BALANCING MATRIX AND TOP OPERATOR BANS
WIN DELTA VS. PRESENCE
Please note that we are using presence to gauge the popularity of an Operator. This notion had to be introduced to reflect the implementation of the pick & ban. Presence definition: pick rate of an Operator when not banned. Win Delta: The Win Delta is aggregated from Operator’s Win Deltas per Bomb Site.
OPERATOR BAN RATE
OPERATOR BALANCING
BANDIT
Bandit can deploy multiple batteries on the same reinforcement or gadget
Population targeted by this change: Top Ranked.
We’ve all been there – you’re Bandit tricking a reinforcement but your battery gets hit with an EMP. Having to pick up your battery in order to place a new one can be a pain, so we’ve made a quality of life change to smooth out this system. Bandit can now attach multiple batteries to a single surface or gadget, making the process of re-upping his electrical charge after a battery is disabled more streamlined. Since this interaction is core to the experience of playing Bandit, it made sense on our side to remove the unnecessary friction (and logical inconsistency) of only being able to have a single battery attached to a given surface. Instead, in the heat of an engagement we would rather let players focus on their tricking strategy, rather than forcing them to micromanage an arbitrary mechanic that takes them out of the moment.
BLACKBEARD
Added Claymore (removed Breaching Charges)
Population targeted by this change: Casual.
We previously tweaked Blackbeard’s primary gadget to tone down his aggressive playstyle a little, but we hear you. That nerf hit him quite hard and thanks to a loadout that didn’t vibe with the change, he’s been in a limbo state. To better match his ability to effectively hold flanks and rotations while sticking back in an encounter, we’ve switched his Breaching Charges with Claymores. This should help give him a better sense of safety while hanging back without having to rely on his teammates, especially given the Claymore buff detailed below. This should be especially true on maps that feature a lot of rappelling, as he can protect himself from runouts while focusing on his attack strategy and providing firing support to his team.
GRIDLOCK
Increased number of Trax canisters to 4 (from 3)
Population targeted by this change: Top Ranked.
We’re hoping to make Gridlock a more reliable Operator pick for covering flanks. Right now, Ops like Nomad end up being more consistent – and while that may still be the case efficacy-wise, this buff will allow Gridlock to cover a more extensive area and give Defenders more trouble per square foot, so to speak.
NOMAD + ORYX
Pushed operators can remain prone and recover control of the character faster
Recovery time reduced to 1.25s (from 2s)
Population targeted by this change: Casual.
We’re looking at this change in hopes of making knock-back effects less guaranteed kills and give more room for the affected players to react and survive, either by responding to the threat from the prone position or just being able to escape from some otherwise last-second situations. All of this will more so affect Nomad rather than Oryx due to the frequency and type of encounters, but the change will impact both Operators.
SMOKE
Smoke is vulnerable to his own toxic gas
Population targeted by this change: Casual.
While this change is pretty explicitly a nerf, it mainly targets what is essentially a special immunity just for Smoke. Adding this vulnerability should make it more obvious at a glance how abilities affect all Operators, even if they are technically wearing a gas mask. Removing Smoke’s immunity also impacts the most hyper-aggressive Smoke players. The gas can still be used for area denial and to apply pressure, but Smoke can no longer prowl through that denied area without paying a cost.
WARDEN
Increased duration of the ability to 20s (from 10s)
Increased cooldown to 20s (from 10s)
Population targeted by this change: Casual.
This change is half buff and half quality of life improvement. We’re hoping that it will better cement Warden as a hard-counter to smoke plants and Operators like Ying. Warden will still be mostly situational, but this should make his Glance Smart Glasses easier to handle in terms of timing.
YING
Reduced duration of the flash to 1.4s (from 2.8s)
Increased the number of Candelas to 4 (from 3)
Population targeted by this change: Casual.
Long-time players may recognize this as a previously reverted change from a past patch. The rationale remains the same, since the impact of a single Candela may be lesser, but with an additional use, we’re hoping the overall kit remains net-neutral when looking at the overall time targets can be flashed for. It should be noted the lesser duration also applies to allies. That in mind, we’ll be closely following Ying to see how this influences her place in the game, especially how she interacts with Operators like Wamai, Jäger, and Warden (especially with his buff as seen above), as well as the interplay with the attacker repick mechanic at large.
This is a pretty substantial buff to the opportunity potential of the Claymore, if not its solo performance. The main purpose here is to allow a greater selection of Operators to "block" two different flanks without needing to bring along a dedicated Operator like Nomad or Gridlock. We think this change may make Claymores a more appealing selection in some – but not all – cases, ultimately making it a more viable choice compared to grenades which currently dominate the scene. Picking Claymores still means that the Operator is not bringing stuns, smokes, or frags; making that tradeoff for a gadget to cover against flanks can make roaming strategies for Defenders more dangerous, especially on maps like Bank or Kafe. We also feel that the affected Ops could use a bit more versatility in their roles if the right situation calls for it by making that gadget swap. With all that in mind, we will of course be closely watching this change and other tangential adjustments at all skill levels in the weeks to come.
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