RainbowSix: Siege

Dortmunder Jungs Rainbow Six Siege

Y6S4.2 Patch Notes


Find the download sizes for each platform below.

  • Ubisoft Connect: 2.49 GB
  • Steam: 1.01 GB
  • Xbox One: 2.14 GB
  • Xbox Series X: 2.58 GB
  • PS4: 2.68 GB
  • PS5: 1.99 GB

  • Investigations are ongoing for the crashes related to audio issues on Xbox and it’s suspected to be related to sound data corruption.
  • Today’s patch aims to help limit the number of crashes related to these issues and will allow the team to collect data from active cases to help further investigations.
  • A new icon (see below) has been introduced and will appear in-game when a related audio issue is identified on your end.
    • If you see this audio icon, rebooting the console at your earliest convenience should help avoid the issue and minimize the chance of crashing.
  • The team will continue to share progress updates via the Siege Twitter account as a more extensive fix for this issue is worked on.

  • Muzzle Brake attachment can be equipped on the MK14.
  • FO-12
    • Reduced damage to 25 (from 35).
    • Reduced Extended Barrel attachment damage modifier to be consistent with other weapons.
  • Concussion effect of Grzmot Mine and KS79 no longer affects movement speed.


FIXED – Camera goes out of bounds for an Attacker that’s watching a death replay when the end of round replay begins.
FIXED – Bulletproof cam remains visually present when the deploy animation is interrupted.
FIXED – Fuze’s Cluster charge cannot be deployed on Mira’s Black Mirror.
FIXED – Razorbloom and Grzmot mine can be activated through a soft wall if the wall is shot with a small caliber weapon.
FIXED – Ping doesn’t function when looking at a lower angle with Twitch’s Shock Drone.


FIXED – Destruction, clipping, and lighting issues on various maps.
FIXED – LOD issues on various maps.
FIXED – Some devices can be hidden behind the bookshelf in 2F CEO Office on Bank map.


FIXED – While using a controller, player cannot lean and hold Ying’s Candela at the same time.
FIXED – Animation is missing for the Victory Celebration of Ash’s Black Viper elite.


FIXED – Crash occurs when players shoot a certain locations on some maps.
FIXED – Various UI issues.
FIXED – Various BattlePass issues.
FIXED – Various shop issues.
FIXED – The game soft locks when changing the mouse sensibility while eliminated.
FIXED – Various audio and SFX issues.
FIXED – Various localization issues.
FIXED – Various customization issues.
FIXED – Players is removed for inactivity on Xbox after disconnecting and reconnecting a controller during a match.
FIXED – Missing text on 3D preview in Packs after previewing items from different categories.
FIXED – Player gets redirected to the home screen after interrupting a Pack opening by pressing ESC.
FIXED – Compass Location and Orientation doesn’t update for a caster when switching from one player in first person to another in third person.
FIXED – Various HUD issues.

Kompletter Artikel: Y6S4.2 Patch Notes


In this latest edition of Designer’s Notes, we’ll go into more detail about the balancing changes that’ll come with High Calibre’s mid-season 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 High Calibre, check out the seasonal patch notes here[rainbow6.com].



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.



You may notice that this update’s Designer’s Notes are shorter than usual. With Six Invitational 2022 coming up quickly, we want to be careful about making changes that could cause major shifts in the meta so close to the event. We think balance is in a good place right now and want to take this moment to observe how it sits with our Pro scene, and use that intel to help guide future changes.

In the meantime, we’ve made some adjustments we’ve had in mind for quite some time and have plans in place for post-SI22 balancing changes that we can’t wait to share soon!

  • Added Muzzle Break to Mk 14.

Population targeted by this change: Casual and Top Ranked.
More choice is typically a good thing, so we regularly evaluate which weapon attachments different operators have access to and make adjustments as needed. One case that stood out to us was Aruni and her Mk 14 EBR, since hers only had one barrel attachment compared to its other owner, Dokkaebi, who has three. This is because prior to Aruni’s release, there were concerns that a DMR with recoil stabilization would be too strong for a Defender. After watching her performance on Live and comparing the Mk 14 to the P10-Roni (which out-paces it), we made the decision to give her more options and add the Muzzle Brake to her kit.

While we feel she’s in a largely solid place, she could still benefit from a slight buff. This added attachment choice will help tame the initial kick of her shots, giving her a little nudge in fragging potential, while creating more consistency between our two Mk 14 users. Given its usefulness for newer players who are learning Siege and could use the recoil reduction, we have also made this the default barrel attachment on the Mk 14.

  • FO-12
    • Reduced damage to 25 (from 35).
    • Reduced Extended Barrel attachment damage modifier to be consistent with other weapons.

Population targeted by this change: Casual and Top Ranked.

It’s little surprise that 3-speed operators with shotguns can be a force to be reckoned with in the right hands, but we’ve found that this is even more true on console with players using controllers. Between its power, Ela’s speed, and a forgiving spread, the FO-12 can be a frustrating weapon to come up against on console, so we’ve tweaked its damage values on all platforms. We expect it will still be powerful in up-close scenarios as intended, but will be less oppressive and dominant in console settings.

In addition to this, we also reduced the damage modifier of the FO-12’s Extended Barrel attachment to make it consistent with all other weapons in the game. While this is a slight nerf to where Ela currently is, it should be barely noticeable. Why make this change then? Similar to the change to damage drop-off and Silencers in Y6S3[rainbow6.com], we want attachments to behave consistently between guns, so this change will bring the FO-12’s Extended Barrel in line with other weapons.

  • Removed movement speed reduction when affected by concussion effect of Grzmot Mine and KS79.

Population targeted by this change: Casual and Top Ranked.

We’ve talked before about how some gameplay mechanics create more frustrating than they need to. It factored into the decision to reduce the effect of screen shakes[rainbow6.com] and plays a similar role here. Slowing players’ movement when they’ve been hit with Ela’s Grzmot Mine or Zofia’s KS79 often feels like a rolling snowball as players receive multiple inconveniences all at once. This can feel like you’re left as a sitting duck.

To limit this frustration and give affected players a fighting chance to react, we’ve made the decision to remove the speed reduction associated with their concussion effects. Of course, they will still retain all their other effects which we feel will continue to be valuable in trapping scenarios, especially their ability to interrupt actions. While we know this will sting for Ela and Zofia mains, we don’t expect it to be as significant of a change as it might feel at first glance, especially given both of them have a slightly above average win delta.

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[r6fix.ubi.com].

Follow us and share your feedback on TwitterRedditFacebook[www.facebook.com] and on our forums[forums.ubi.com].


Kompletter Artikel: Y6S4.2 DESIGNER'S NOTES


Year 7 is right around the corner, and we have many exciting things to share with you over the coming months. We also want to keep the community informed about some updates to the core team.

Read on for some words prepared by our Creative Director, Leroy Athanassoff, as he welcomes a new but familiar face into the role.

Leroy Athanassoff

Hi Siege players and community,

I wanted to let you know that due to personal reasons, I will be leaving my role of Creative Director on Siege to pursue other opportunities at Ubisoft. This isn’t a decision I make lightly – I love this game and this community, and I’m so proud of everything our team has accomplished together over the last two years – but I’m confident that it’s the right one, and the team has given me their full support. Don’t worry, I won’t be going too far, and I have a feeling that my journey with this incredible game is far from over.

I also have the pleasure of announcing that my friend and colleague Alexander Karpazis will now take over as Creative Director! Having worked with him for four years, I can attest to not only his skill and talent, but also to his passion for Siege. I’ve seen firsthand the dedication he’s brought to creating fun, engaging features that fans love. I have no doubt that he will continue to build on this amazing game and offer even more content and innovation to Siege players. I’ll let Alex introduce himself to you below.

I want to thank Alex, the entire Siege team, and you – our amazing community – for an unforgettable experience. I can’t wait to see where Siege goes next!


Alexander Karpazis

Hello Operators,

My journey with Siege started all the way back when the project was in its Alpha. I joined some friends and competed in Siege’s first internal tournament where we made it to the finals. Even in the early stages of the game I knew there was something special about Siege, but at the time I had no idea how profound of an impact it would have on my life. Fast-forward to the present: I’ve spent the last four years working with an incredible team of people, on one of the most successful competitive shooters in the world. The next step of that journey starts today, and I couldn’t be more excited about the future of Siege.

I’m truly thankful for Leroy’s mentorship over the years. He’s taught me what exemplary leadership, creativity, and passion look like in the position of Creative Director. Leroy’s hard work will be visible in future seasons as the team and I prepare for one of the most ambitious years in Siege’s history. I’m extremely humbled by the team’s trust in me, and I hope to earn the trust of the community in my new role as well.

Here’s to an incredible year of Siege to come, and many more to follow.




Snow Brawl

Welcome to the first ever Rainbow International Snowball Fight!

We’ve got some tight competition on our teams, with only the best from each nation selected to participate. The Blue Blades and The Orange Blizzards have been gearing up all season for this wintry match. Two teams of elite players with unique skills going head-to-head, who will come out on top and who will get a face full of snow?

This is going to be one serious game ladies and gentlemen. Watch out for those snowballs, but don’t forget to have fun. Welcome to Snow Brawl!

For three weeks starting December 14th, enter the Snow Brawl!

{LINK REMOVED}Learn more

Kompletter Artikel: Snow Brawl



Find the download sizes for each platform below.

  • Ubisoft Connect: 3.38 GB
  • Steam: 2.07 GB
  • Xbox One: 1.94 GB
  • Xbox Series X: 2.71 GB
  • PS4: 2.19 GB
  • PS5: 2.44 GB
  • Added an in-game toggle to show or hide an Operator Card while in Support Mode.


  • FIXED – Reverse friendly fire icon is not displayed during the end of round replay if the last Defender standing eliminates the hostage.
  • FIXED – Headshot Only setting is missing from the Matchmaking Preferences for Training Grounds.
  • FIXED – When Thatcher’s EMP Grenade disables Thorn’s Razorbloom Shell, the scoring message names Thorn’s unique ability instead of Thatcher’s.
  • FIXED – AI opponents equipped with assault rifles don’t fire at players in Training Grounds on PS5.
  • FIXED – Collision, destruction, clipping, and lighting issues on various maps.
  • FIXED – Multiple issues with planting or picking up the defuser in specific areas on various maps.
  • FIXED – LOD and LOS issues on various maps.


  • FIXED – When a Mag-NET device detonates and eliminates a hostage, it is counted as an accidental death instead of reverse friendly fire for Wamai.


  • FIXED – Various UI issues.
  • FIXED – Various audio and SFX issues.
  • FIXED – Various localization issues.
  • FIXED – Various customization issues.
  • FIXED – Microphone remains open after releasing Push To Talk button.
  • FIXED – Performance drops to 30fps when highlighting any uniform in the Progression section of the Battle Pass.
  • FIXED – Performance drops while browsing and opening Alpha Packs.
  • FIXED – Incorrect purchase option is highlighted in the Get Packs side panel.
  • FIXED – The first two Battle Pass tiers appear as locked when unlocking next tier.

Kompletter Artikel: Y6S4.1 PATCH NOTES


Anti-Cheat can be a difficult topic to discuss, from its deeply technical nature to the necessity of keeping initiatives secret to protect against dubious folks exploiting them. Even so, it’s something we know you’re keen to better understand.

Below, we’ve put together a primer on the many facets of Anti-Cheat. We want this to stand as a reference into what we do – from the way we talk about cheaters, to statistics behind cheating on Siege, to the actions we focus on each day, all the way through to some plans we have for the future.

It’s quite long, as we want to establish a better understanding of what we do before coming to you with more regular, more focused updates on social in the coming weeks and months – this is something we can improve and we’re committing to. For the abbreviated version of this blog post, check out the thread we’ve just posted on Twitter!

Now, before we dive into a breakdown of what we do daily to combat cheaters in Siege, we wanted to share some background on the cheating ecosystem.


Blatant Cheaters
Whether they show no regard for gravity (fly, teleport) or spin out of control to get rid of their opponents, these are the obvious cheaters – the ones who have the highest visible impact on the community.

Covert Cheaters
These are the cheaters who try to pass their cheats off as their own skill. While they might not cheat all the time and are rarely obvious about it, their goal is to appear better than they really are and create noticeable disruption in the community.

Overperforming Players
Overperforming players can be cheaters, but they might also be smurf accounts playing at lower ranks, players who are highly skilled, or mouse and keyboard players on consoles. Even though all of these can create frustration in their own ways, identifying which are truly cheaters is complex and a key part of our job.

Boosted Players
These are the players who play with, or take advantage of, overperforming players or cheaters to gain faster access to higher ranks. They can easily be perceived as cheaters themselves as they have an unfair advantage against other players.

Account Stealers
While not literal hackers, this is the name we use to talk about those who steal other players’ accounts and resell them. They contribute to cheaters’ ease of access to new accounts and re-entry into the overall Siege ecosystem.

Cheat Makers
They create the cheats we see in Siege and can range from one person to a dedicated team. They are the brains behind the cheats. For them, creating cheats and profiting from them is a job. They empower others to negatively impact the game.

Cheat Resellers
They package the cheats created by cheat makers, selling cheats, and hiding already-detected cheats behind new securities. They are part of organizations that cater to cheaters and profit from the whole market.

This ecosystem exists because there is money to be made on Siege and will, unfortunately, exist for as long as they can profit from it, which is why disrupting their money flow will always be one of our primary jobs.


It’s likely no secret for anyone who actively plays multiplayer shooters, but cheaters are an unfortunate inevitability. What is it that attracts them to a game like Siege, though?

  1. We are a competitive game with a solid player base. This equates to money in the eyes of cheat makers and resellers.
  2. We are part of the esports scene. And with more attention on the highest level of play comes an increased market for getting players up to that level.
  3. Players are always looking for an edge. As long as there’s incentive for players to perform at a high level, there will be an aftermarket to support easy enhancement.

As you can guess, this ties into one of the biggest problems with cheating – it’s widespread and an industry-wide issue. Wherever there’s money to be made, cheating will continue to exist as a prolonged, resources-based fight.

But it’s one we’re committed to fighting with and for you.


Now that we’ve talked through some of the cheating basics, we wanted to share some raw cheating data. There’s no better way to understand the scale of cheating than to see it in hard numbers. Before we go into detail with our numbers, it’s important to note that we cannot compare our numbers to other games. A one-to-one comparison isn’t possible when different games have different player bases.

What we can do is look at the context of cheating in Siege and use that as a way to talk about the future.

Total Cheating Bans

This graph groups BattlEye’s bans and our own sanctions based on data. Here are some takeaways:

  • The two visible spikes from 2020 correspond with the initial phase of the pandemic back in April 2020 and the end of that school year respectively.
  • On average, we ban over 10,000 players for cheating each month.
  • We’ve banned over 100,000 cheaters since January 2021.

Ban numbers are only one indicator of the actual issue, but they tie into the extremely visual nature cheating, so we think it’s important to see the scale of this up-close.

We keep a close eye on new cheats and plan to focus more time and energy into threat intelligence – working with others in the space to expand our knowledge of emerging cheats so we can deal with them before they reach you in-game.

BattlEye and Data Bans

This graph gives more visibility into how sanctions are split between BattlEye and our data-based sanctions. Here are some things to note:

  • About 11% of our total cheating bans are bans based on data.
  • The point of data-based detections is to work in parallel with BattlEye and act as redundancy to ensure together, we catch as many cheaters as possible.
  • We can see a small increase in sanctions year over year. As our detections have improved, so has our ability to catch more cheaters.

We are currently working on improving our data detection models and will continue our close collaboration with BattlEye to improve our identification of cheaters. More on this a little later.

Knowing what we do about the scale of cheating in multiplayer gaming, how do you go about dealing with this rampant issue? Below, we’ve broken out the many roles we play in this fight while also outlining the collaborative nature of Anti-Cheat as we work closely with other teams at Ubisoft.


Cheat Detection and Validations
Put simply, detection and validation are the act of identifying cheats and making sure the offending players are actually cheating. Since the cheating industry is so large and so many different types of cheats exist, a single Anti-Cheat solution is often not enough. This is where our close third-party partnership with BattlEye comes in.
They tap into a robust, ever-evolving cheating knowledge base to detect cheaters at a large scale, casting an incredibly wide net to effectively catch blatant cheaters and many covert cheaters that fit the parameters within their system. Of course, some cheats are more elusive than others. Where possible, we try help BattlEye expand their detections to account for emerging issues. We then act as a second layer of cheat security.
Using data we collect from the game and monitoring reports and conversation from the community, we’ve developed our own detection methods to catch cheaters who may not immediately be caught by BattlEye’s net. These range from data bans to the recent detections we put in place to catch idle botters – basically, we strive to catch the outliers who think they can get around the system.
This is also one of the most ever-evolving aspects of our job, so keep reading for an update on what we’ve been doing to address your feedback on data detections in Siege.

Sanction Cheaters
Once a cheater has been detected and confirmed, it comes time for sanctioning – the ol’ ban hammer. Sanctions are a significant part of what we manage each day. While most of our sanctions are triggered automatically after detection, like BattlEye bans and data bans, we also manually investigate and act on reports and issues. These investigations help us identify outliers and deal with them quickly, often while we figure out how to improve or create detections for these cases.
Take the idle botters mentioned above for example. When it was discovered that hardware could be used to circumvent our AFK detections, we had to hustle to find a solution. Our first course of action was to sanction the early offenders while we worked on an automatic detection system which came shortly after. Next, we plan on automating the sanctions for these early next year.
Like with detections, there isn’t a simple one-size-fits all solution to sanctioning cheaters, so we try to be as adaptive as possible. Over the past two years in particular, we’ve added DDOS bans, data bans, and botting bans to this roster of sanction types, and continue to work on more. We then issue ban waves and monitor for mentions of false positives to make sure we keep these detections up to date.

Protect the Game’s Code
It’s no secret that Rainbow Six Siege is a mature game that shipped 6 years ago. This means that a lot of our code is just as old.
Understanding that the code’s age, how it validates data, and the risk of updates introducing new vulnerabilities are all very real hurdles, we’ve worked hard to make our builds even more secure over time. Put simply, a more secure build is harder to develop cheats for, which slows down the progress of cheat makers and providers. Below, we’ve broken out three ways we’ve increased code-level protections for Siege to help stem the flow of cheaters:

This is about hiding parts of our code from cheat makers – scrambling the data, if you will. We know they can crack it eventually, but we continue to add a layer of work every time we push a new game update to further slow them down.

Refactoring parts of our code (updating it) allows us to remove vulnerabilities, add detections, and improve the overall security of the game. These take time because of the impact refactors can have on devs who are actively working on new content that may interact with this code but continue to be something we hammer away at in the background.

Server-Side Validations
This refers to how we validate information we receive from the player’s game client. In the past, multiple player actions were validated only on their own PC. They could “tell” the game that they were supposed to “fly” and the game would allow that. Since then, we’ve added multiple validations that make cheats like this impossible to do, limiting access to this particular vulnerability.

Invest in Threat Intelligence
Threat intelligence is all about knowing more. What cheats are out there? How much do they cost? How do cheaters get them and from who? It’s one thing to be able to act on what we already know, but it’s another to look to the future and anticipate what’s coming.
We know that the future of Anti-Cheat lies in data and intelligence and are allocating more resources to deal with these subjects as we look into incorporating machine learning and collaborating with others.
We’ve already kicked off a close collaboration with another company on this subject and are looking to expand. We believe that the more we know, the better we’ll become at managing and staying on top of the ever-evolving cheating ecosystem, which of course translates to stronger Anti-Cheat actions.

Deal With Live Fires
Drawing a little from each of the above topics, we work closely with the Game Operation and Community teams to ensure we’re fully aware of what the players are experiencing in Siege. When a new major cheat is reported, it gets flagged and routed through our team:

  1. We start by discussing the obvious “how are they doing that?” question.
  2. We check if any new update could have introduced a vulnerability or if it is something we might have missed.
  3. Once we know where to look, we see how and if we can fix the issue by adding validation (your game passing a check to say “I’m not cheating”) or protections.
  4. We make sure our fix or validation makes it live as fast as possible to limit disruption!


We can’t do it all when it comes to security and Anti-Cheat, and a huge amount of support comes to us from other teams within Ubisoft. We work with various teams to bring up issues that we discover, and work with them to come up with actionable solutions. Below are some key examples of this:

Our legal teams take care of everything when it comes to going after cheat creators and cheat resellers. Cease and desist letters, legal proceedings, and litigation are all part of their help. They did an amazing job on our Mizusoft case last year and are regularly shutting down different cheating providing services, including the ongoing litigation around Ring-1.io cheats!

Account Technology
Security and account creation are important subjects for Ubisoft. For that reason, we’re working at the account level to increase the overall protection afforded to our players. This comes in the form of account unicity – the ability to verify that a player is who they say they are. Basically, it’s more important than ever to be able to identify if a repeated cheater is trying to create a new account and stop them in their tracks.
We’re currently working with other teams here to add protections against this and better control the number of accounts players create to control abuse of account farming and selling. Specifically, teams are investigating verification that players will need to pass before entering competitive modes, although it’s important to note this has no defined shipping date at the moment and will be iterative, releasing across multiple updates.

Company Security
Ubisoft makes sure we get access to outside knowledge and companies that can help us in our fight, investing in threat intelligence and new technologies to help counter negative or illegal behaviors. They also ensure our Terms of Services is enforced and remains relevant and on par with what the games and company stand for, while addressing emergent bad faith actions in the gaming space.


Now that you have a framework of what we work on daily, we wanted to shed light on some future developments. As mentioned before, we can’t always go into detail on all our upcoming plans to limit cheat makers’ ability to react as quickly, but feel the following are particularly relevant to what you may be experiencing in-game:

Data Ban Detections
We’ve heard the complaints about our data detections and sanctions, and it’s something we’re actively working on. We have reviewed the reports that have come through and have been tweaking our detection model. So far, the only false positives that have been triggered stemmed from smurf accounts of players playing against less experienced players. Smurfs or not, we want players to be able to trust these detections, so we’re continuing to further improve their accuracy.
We are working with multiple teams and data scientists at Ubisoft to expand these detections and add more data to our data set. This will ensure we get even more precise scores to sanction based on. This precision will help us identify more cheaters and suspicious behaviors, while continuing to limit its effect on fair players.

Reducing the Amount of Returning Cheaters
We know how important this is to you. There’s no way to stop cheating altogether, but the faster we act, the more games we save, the less time cheaters are active. We have multiple teams working on initiatives to improve our time to detection and time to sanction. We aim to ship several different initiatives and updates over the course of the next year and while we are unable to share more about most of these right now, the one we can talk about is the work being done to add verification for players looking to enter competitive modes. We expect this to help slow the re-entry of cheaters into the Siege ecosystem and is expected to help curb the issue of smurfing (a topic for another day, as it’s not owned by our team).

Ban Automation
The more confidence we can build in our data, the more we’re able to automate our sanctions. And in the end, this means cheaters get dealt with more efficiently and spend less time in your games. We plan to start automatically sanctioning several new behaviors during the next season! While we can’t share what they are now, as it would tip of cheat makers, we plan to share an update on social once they are successfully doing their job in-game.

Bug Bounty Program
While not managed directly by our team, we’ll be contributing to Ubisoft’s upcoming Bug Bounty Program – different from the R6Fix reward program you may be aware of[rainbow6.com]. This program will offer recognition and compensation to players who report security exploits and vulnerabilities. This is crucial knowledge for developing Anti-Cheat protections, since these issues can stem from vulnerabilities in the code, and your security is integral to what we do.


In-game reporting will always be the best way to help up identify cheaters. This is the quickest way to help us flag potential cheaters. If you’re looking for the most direct route to action, this is it! Below, we’ve listed some guidelines for useful information you can provide in reports to help us identify and sanction cheaters in the quickest time possible:

  • Clear video or photo proof of the incident
  • The offending player’s Username and User ID
  • Match ID for any relevant matches
  • Date and time of the incident


Our team, focusing on all things Anti-Cheat and Player Behavior, are committed to continuing this fight against cheaters and supporting this giant industry we all love. Rest assured, we’re hard at work in the shadows, trying to make things better for you!
While this may be the end of this blog, it’s the beginning of a new commitment. Moving forward, we promise to bring you regular updates every 1.5 months on what we’re doing via our social channels. The first of these updates will be published on February 10, 2022. Interested in seeing how many cheaters we’ve banned in the last month? Want to hear about the latest sanction that’s been automated? Your trust is integral to what we do, so we want to give you more chances to better understand what it is we do and can’t wait to bring you along on the journey!



Following the first three Community Artist Bundles created by SAU_SIEGE[rainbow6.com], Sunstark[rainbow6.com] and FrAgMenT[rainbow6.com], we are happy to present the fourth addition that will be released during Y6S4 High Calibre in collaboration with Prime Gaming.
With this program, we want to celebrate our amazingly creative and dedicated community artists and give them a chance to be 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 during Year 6 and beyond.
It is now Pericote’s turn to present her contribution to the Community Artist Bundle: a warm and snuggly set for the operator Frost!

Pericote’s Frost Operator Bundle includes:

  • Uniform
  • Headgear
  • 9MM C1 weapon skin
  • Charm


The Pericote Operator Bundle will be available via Prime Gaming for a limited time, starting from Tuesday, 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.
A Renown Booster is currently available from Prime Gaming until December 27th, so don’t forget to claim this too!

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

  • Link your Ubisoft and Amazon accounts here[primegaming.ubisoft.com].
  • Redeem the respective offer through Prime Gaming here[gaming.amazon.com].
  • Receive the content automatically in-game within 48 hours.


Pericote is a young artist from Chile who studied digital animation and now works as an art director. She started drawing at a very young age, inspired by her childhood cartoons such as the Power Puff Girls, Tom & Jerry, Pixar movies, and more. In 2017, she discovered Rainbow Six Siege and fell in love with its characters, leading her to create Siege based artwork.
While playing Siege, she often found herself in funny situations, and so in 2018 she started to share these moments on social media through small comics. Pericote didn’t expect her comics to be so popular, but she was delighted to see the Siege community show love and appreciation for them. While her popularity was growing, she had the opportunity to draw Kaid before the Operator was announced and also worked on the Siege Fifth Anniversary vinyl record in collaboration with other community artists.
Frost being one of Pericote’s favorite operators, she wanted to create a bundle specifically for her. Her nickname, “Pericote”, means “rat” in her country and this is the reason why she added some rat-like features such as the whiskers on the mask. She also included cute and funny elements inspired by her comics, such as the Pericote weapon charm – really, it’s too cute.
Go check out Pericote on Twitter and Instagram[www.instagram.com] to see more of her awesome artwork and funny comics!


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 6 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 Siege Champions Program[rainbow6.com].

How can I get the Y6S4 PericoteOperator bundle?
Link your Ubisoft account with your Amazon account here [primegaming.ubisoft.com]and claim the Operator set through Prime Gaming[gaming.amazon.com] starting from December 14th. After successfully redeeming the content, it will be available in your in-game inventory within 48 hours. Players must have Hibana available as an operator.

Can I buy the Pericote Operator Bundle with Renown or R6 Credits as well?
The Pericote 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 Pericote Operator Bundle, please contact our support[support.ubisoft.com].

For more information about Prime Gaming, visit the Prime Gaming FAQ[www.amazongames.com].



Different people come to the Test Server for different reasons. While some want to try out new operators ahead of their release, we know that some of you want to try out features that are still in development. You want to help shape the future of Siege and provide meaningful feedback. You came to the right place.

The Lab Test Server is the latest addition to Siege’s seasonal roadmap and will offer up opportunities to try out features that we’re still working on and get a sneak peek at things that are early in development. Sometimes, these features will still be months or seasons away from release and sometimes, these features will be experimental features we want to put through their paces with the community before deciding whether they’d be a good fit for the Live servers. Basically, it’s a place for you to get an even earlier look at what you can expect from Siege in the future.

Before we dive into the two features we’re testing this season, do you have a hankering for more info about all the updates, changes and content that are new to High Calibre? Check out the seasonal patch notes here[rainbow6.com] and the Designer’s Notes here[rainbow6.com]. Ready? Let’s go!



It’s no secret that the Siege community’s been asking for a Team Deathmatch mode, and we’re happy to say it’s not far off. Say hello to the Warm-Up playlist and it’s new, permanent, Team Deathmatch game mode. In it, you’ll face off in fast-paced 5v5 Team Deathmatch-style matches featuring infinite respawns and a single 5-minute round (or until one team reaches the score limit).

Regardless of which side you’re assigned to, you’ll be able to pick almost any of your owned operators, with the exceptions being dedicated shield operators: Blitz, Montagne, and Clash. The reason for this is because operators won’t have access to their abilities or main gadgets in Team Deathmatch – this includes shields. On the topic of operators with gadgets attached to their primary weapons, they will keep their primary weapons, but lose that gadget with the sole exception of Glaz who will keep his scope. This goes for any operators who have weapons that would normally have launcher attachments as the focus here will be on honing your gunplay. To spice things up, though, you’ll also be able to bring one secondary gadget (frag, flash, or impact grenades) per life.

Not happy with your chosen operator and loadout? No problem! You’ll be able to switch mid-match any time you’re fragged, letting you quickly and easily test different combinations of attachments or weapons.

We’ve selected three different maps to kick things off on the Warm-Up playlist: Favela, Villa, and Theme Park. Of course, just like our other playlists, we’ll be introducing different maps in the future.

On top of the basics, we know you likely have some questions, so we wanted to answer some of the things that are likely on your mind:

Why did you choose Team Deathmatch instead of Free For All?

We explored the option of a Free For All game mode, but found it would require significantly more dev time and would delay the release of a warm-up-focused game mode. The reason for this ties into the core of Siege – it was built around two opposing teams facing off against each other, so while altering this "two team" DNA is possible, it’s something that requires time, as it touches upon more than just this mode.

This is part of the reason we decided to go for a Team Deathmatch mode – we wanted to make sure we prioritized getting something meaningful into your hands sooner. Of course, after testing it, we realized that TDM could still provide the fast-paced, action-packed vibe we were looking for.

Most importantly, though, the possibility of adding FFA in the future is not lost. The work and effort that was put into this TDM game mode opens the door to a lot of other possible game modes and events, so while we’re not sitting here today saying more game modes are coming, the groundwork is there and we’re looking at potential options. For the time being, we want to focus on iterating on TDM so that we can make sure it’s a solid permanent game mode before considering work on another mode.

Why can’t I use comms to chat with my team or the other team?

From the beginning, we’ve seen Warm-Up as a more relaxed way of enjoying Siege. It’s a place where players can unwind or get themselves into the zone before hopping into other playlists. Since Team Deathmatch has a run and gun style of gameplay with no team-based objectives aside from frags, we felt that having comms available left a door open for potential toxicity. For that reason, we made the decision to remove comms in order to keep the mode focused as a friction-free and low-stress way to relax and get a handle on Siege’s gunplay – either for the first time in your life or the first time in your night.

Why did you choose these three maps? Why not add a new map just for this mode?

We wanted to offer up a mix of different scenarios with the first iteration of Warm-Up and Team Deathmatch, so we decided on starting with a small map (Favela), a medium-sized map (Theme Park), and a large map (Villa). This way, you can prepare yourself for actual encounters you’ll face in other playlists. This is also the reason we decided to focus on existing maps – as a mode focused on helping players warm up before hopping into other playlists, we want that gameplay experience to be as directly transferable as possible, especially for newer players learning the ropes. As we’ve already mentioned, though, we plan to add more maps to this playlist over time, so keep an eye out!

Why did you include grenades in loadouts but not C4 and claymores?

The more we played Warm-Up’s Team Deathmatch, the more we wanted a little something extra to add some more strategic complexity. We found grenades fit the pace of the mode during testing and kept camping to a minimum, but we’d love to hear from you if there are specific gadgets you’d like to see.

What about shields?

As a game mode focused on gunplay, we felt that shields weren’t a great fit. Shields absolutely do factor into regular Siege gunfights and are important to the flow of matches there, but since this mode is specifically intended to help players warm up with guns, we felt they weren’t as strong a fit here.

We found that they tended to slow the action down, which didn’t fit with the general mood of the mode. We also wanted to limit the number of exceptions made when it comes to operator abilities since that’s where shields fit into the loadout system.  


We’re incredibly happy with where the Warm-Up Playlist is at quality-wise and feel it’s just about ready for a wide release.

We’ll be tracking your feedback throughout the Lab Test Server period to see if there’s anything we can tweak to further improve this mode, and expect to provide more info on the release date close to the Six Invitational 2022. That’s not far off!


First and foremost, you’ll notice a survey link on the Lab Test Server. If you have feedback that you’d like to share with us, this is the best place to submit it! Outside of wanting to hear your general thoughts, we also have some more specific questions we’re interested in hearing your thoughts on as you put in time with this new mode:

  • Does the Warm-Up Playlist feel like something you will use to warm up?
  • Does the vibe of the mode feel relaxed or competitive?
  • How do you feel about the initial group of maps?
  • Do you think it’s easy enough to distinguish between opponents and teammates?
  • Does the operator repick flow feel easy to use?



It’s no surprise that Defenders already have quite a large advantage in many situations in Siege, thanks to their control over the objective and ability to build a team that’s tailored to that specific situation. There’s a lot left up to guesswork for Attackers and we want to even that playing field a little with the Attacker Repick feature.

With this, Attackers will be able to – as it says on the tin – repick their operator, loadout and spawn location as many times as they like during the Prep Phase. Since time is of the essence during Prep, we’ve improved the team header to show more info at a glance, making it clear to your team exactly what operators, loadouts and spawn locations have been selected. This should make it easier to make strategic calls on the fly based on your intel.

Coming to all playlists once it officially launches on the Live servers, our intention with Attacker Repick is to make sure the Prep Phase is equally engaging and meaningful to both sides. Sure, Defenders typically get to set the groundwork of a given round’s strategy, but we want to encourage a similar level of creative expression among Attackers. If you decide to risk your drones to identify the enemy team’s operator picks, you should be able to do something meaningful with that intel. We’re also interested to see how this affects "jack-of-all-trades" operators, as we expect this new feature to open the door to more specialized operators who previously weren’t considered worth the risk without clear intel.

Our intention with this feature is to ensure it’s easy to grasp, comfortable to use, and allows teams to be more dynamic with evolving their strategies. Of course, we know balance is a huge concern when it comes to Attacker Repick, so we’ll be looking to your feedback to gauge how it’s going. In particular, we’re interested to hear how feel about the added time management pressure this will bring to the Prep Phase. On paper, being able to counter Defenders may seem powerful, but considering the limited time available, necessity of intel and inherent team synergy required, effective use of Attacker Repick will require strong communication.

We also wanted to address a change that will affect the Pro League. With the introduction of Attacker Repick, we will be removing 6th Pick and the Reveal Phase. It also didn’t make sense to make 6th Pick exclusive to Defenders, as we feel there are still plenty of advantages to setting the pace and strategic landscape of a round that make up for this slight reduction in pre-match intel. Not only this, but revealing Attackers ahead of the Prep Phase when they have the ability to completely change their lineup would not be a reliable source of intel.

If there’s one advantage to viewers and players alike that we feel will come out of this removal, it’s the streamlining of match flow. Now, you should encounter less downtime between rounds and as mentioned above, encourage a wider array of operators in play – especially on the Attacker side.


Similar to the Warm-Up Playlist, we think Attacker Repick is in a great place and feel it’s just about ready for the big leagues. Currently, we’re considering a Y7S1 release for this feature. Once we’ve had time to dig into your feedback, we’ll make the official call, but would expect it to come quite soon.


As with above, look out for a survey in the Lab Test Server menus, as this is the best place to share your feedback with us. We feel this should cover the most important bases – specifically your feelings about balance – so don’t hesitate to let us know how you feel once you’ve had a chance to try it out.

Available from today until December 14, try out these upcoming features out on the Lab Test Server and let us know what you think! Have questions about how the Test Server works? Check out the Test Server FAQ here[rainbow6.com]. If you run into any bugs or issues, don’t hesitate to report them on the new and improved R6Fix 2.0.

On top of that, follow us and share your feedback on TwitterRedditFacebook[www.facebook.com] and on our forums[discussions.ubisoft.com].


Kompletter Artikel: Y6S4 – WHAT'S NEW ON THE LAB TEST SERVER

Y6S4 High Calibre Patch Notes Addendum

You can find here the updates and fixes made over the course of the Y6S4 Test Server. For the full High Calibre Patch Notes, follow the link below.
High Calibre Season Patch Notes: https://rainbow6.com/highcalibre


Find the download sizes for each platform below.

  • Ubisoft Connect: 5.36 GB
  • Steam: 4.8 GB
  • Xbox One: 4.08 GB
  • Xbox Series X: 4.31 GB
  • PS4: 4.38 GB
  • PS5: 4.10 GB


HUD Rework

  • Decreased the compass size.
  • Automatically dim the Action Reminder opacity while in ADS.
  • Added an opacity slider for Action Reminders in the HUD Options menu.
  • Added the option to choose an Advanced or Simplified compass in the HUD Options menu.


FIXED – Total ammo count is incorrect on some weapons.
FIXED – Movement speed while using ADS upside down is faster than right side up during Rappel.
FIXED – Changing sensitivity mid-game removes the ability to look in any direction while in ADS.
FIXED – Assist is not counted for the player that injures an opponent if a teammate puts the opponent in DBNO and then eliminates them.
FIXED – Barbed wire can be destroyed by allies when friendly fire is off.
FIXED – Muffled sound on some weapons.
FIXED – Some device recharging cooldowns don’t get paused while in DSEG.
FIXED – Reinforcement hinges are invisible from one side and block bullets.
FIXED – Some gadgets don’t break the glass window when deployed on a barricade.
FIXED – Threat indicator doesn’t appear for a grenade dropped by an eliminated Operator.
FIXED – Servers prioritize putting players with a fast connection on the Attacker side during lobby creation. Attacker and Defender sides will now be chosen at random.
FIXED – In the Planning Phase, selecting Confirm Loadout with a controller also picks up the defuser or drops it.
FIXED – Grenade indicator color can be inconsistent with the level of threat.
FIXED – Crosshairs of the Bulletproof Camera are not visible for teammates and spectators.
FIXED – Electric damage won’t reactivate for a device disabled by an EMP if another electric device is deployed and picked up during the EMP duration.
FIXED – Player’s camera goes out-of-world after being eliminated when no drone is available.
FIXED – Laser sight remains visible while in ADS.
FIXED – Barbed wire destroys Defenders’ secondary gadgets when it’s deployed on top of them.
FIXED – The same controller input is used for dropping the defuser and switching ability mode.


FIXED – Multiple LOD and LOS issues on various maps.
FIXED – Defuser planting and retrieval issues in specific areas on various maps.
FIXED – Exploitable gaps on various maps.
FIXED – Multiple clipping, collision, destruction, and asset issues on various maps.

FIXED – Attacker can instantly teleport down from the roof by dropping to the lower ledge and entering Rappel.

FIXED – Valkyrie’s Black Eye cameras lose signal at B Central Stairs.
FIXED – Hatch gets destroyed when certain gadgets are deployed on top of it in 1F Dining Room.

FIXED – Incorrect Bombsite shown when a defuser is planted in 3F Bar and 3F Cocktail.

FIXED – Bulletproof Camera can be deployed inside of an indestructible wall at EXT Terrace Balcony.
FIXED – AI will remain stuck after spawning under the BBQ at 2F Covered Terrace in Training Grounds.
FIXED – Stairs sign is still present in 1F Reptile Hallway even though the stairs were removed.
FIXED – Player is unable to place deployable devices on the south wall of 1F Bike Repair.

FIXED – An Attacker can pass through the red banner when they rappel from EXT Shrine Balcony while carrying the hostage.


FIXED – Various animation issues.

FIXED – Players can throw devices through the gap between a Surya Gate and the ceiling.

FIXED – Ash’s R4-C assault rifle total ammo count is incorrect.

FIXED – Ela’s deployed Grzmot Mines appear in their undeployed state for a player that joins a match in progress.

FIXED – The Cluster Charge needs a larger space to deploy than intended. The reinforcement spikes and hole edges block its deployment.

FIXED – Goyo’s Volcán Shield canister shells remain present after being destroyed for a player that joins a match in progress.

FIXED – Ping marker doesn’t appear when IQ aims at the edge of asset if it’s behind an obstacle.

FIXED – Some inputs are no longer registered when Jackal activates Eyenox at the edge of Mute’s Signal Disruptor.

FIXED – LV Explosive Lance damage activates Reverse Friendly Fire when it eliminates a teammate.

FIXED – Lesion’s Gu mine maximum limit is displayed as 99.

FIXED – The window of Maestro’s Evil Eye closes fully when disabled by Thatcher’s EMP.
FIXED – The Action Reminder of Maestro’s Evil Eye appears and flickers when the camera loses signal while overheating.
FIXED – The window of Maestro’s Evil Eye doesn’t close automatically after losing signal while outside the building.

FIXED – Mozzie is disabled due to crashes that occur when he eliminates a player or himself.
FIXED – Mute’s Signal Disruptor area of effect is visible in Support Mode for Attackers and Defenders.
FIXED – Mute’s Signal Disruptor triggers multiple scores for the same gadget.

FIXED – Players are affected by Melusi’s Banshee while hiding behind the Talon-8 Shield.

FIXED – Pulse’s Cardiac Sensor does not appear on screen after a player joins a match in progress.

FIXED – Thorn’s Razorbloom deployment effect produces cement particles regardless of the surface material.
FIXED – Multiple animation and audio issues for Thorn.
FIXED – Blades discharged from Thorn’s Razorbloom Shell stick to the lens of a Bulletproof Camera.
FIXED – Thorn’s Razorbloom Shells clip through one another when deployed too close together.

FIXED – Thunderbird can peek behind cover without opponents seeing her when she deploys a Kona Station.

FIXED – Valkyrie’s Black Eye camera can’t be picked up if it’s thrown under tight spaces.
FIXED – The gyroscope of Valkyrie’s Black Eye moves while the camera is in the process of connecting.
FIXED – Valkyrie’s Black Eye camera appears as disabled when a player joins a match in progress.

FIXED – Ying’s Candela model briefly reappears a few seconds after being destroyed.
FIXED – Ying can deploy Candelas into a surface while in prone stance.

FIXED – Zero’s smart ping is misplaced and offset when an Argus camera is placed on the ceiling.
FIXED – Laser dots appear over the sight when aiming at the sky with Zero’s Argus Launcher.
FIXED – Zero’s Argus camera appears as disabled when a player joins a match in progress.


FIXED – Compass options in the HUD section can be changed when the compass is turned off.
FIXED – Various UI issues.
FIXED – Various Match Replay issues.
FIXED – Various localization issues.
FIXED – Various audio, SFX and VFX issues.
FIXED – Various customization and Shop issues.
FIXED – Custom Playlists present some inconsistencies between cross-platform for PC and Stadia.
FIXED – Saved Customization can be reset after a patch.
FIXED – Players may encounter a crash when exiting the Loadout section of an Operator’s menu.
FIXED – Backing out of the Pack Manager without opening a pack and then creating a Custom match will cause an infinite, blue loading screen after the Pick Phase.
FIXED – Alpha Packs cannot be opened using the Enter button on keyboard or X/A button on controllers.
FIXED – The game crashes after filling a text chat box with specific characters and sending the message.
FIXED – Inputs aren’t displayed for the Action Reminders.
FIXED – Occasionally a squad member will not be able to hear anyone in a session on Stadia.
FIXED – Xbox players can lose all in-game audio and then crash.

Kompletter Artikel: Y6S4 High Calibre Patch Notes Addendum



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}Lusorkoeffizient




How to acquire charms

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

How to get involved

We are always on the lookout for additional content creators to add to the program and will be exploring new candidates in 2022. If your goal is to see your charm in game, we use the following criteria to begin the selection process for potential candidates:

Requirements to be considered

Approximately 350+ concurrent viewers – preferable.
Average of 10 Rainbow Six streams per month.
Average of 20 hours of Rainbow Six streamed per month.
Positive standing with Ubisoft/Rainbow Six Siege.
High quality level of content.
Twitch Partnered.
Rainbow Six Siege reserves the right for final decision.

Consideration for Removal

Less than 10 Rainbow Six Siege main streams over 3 months.
Level of quality dropping below an acceptable level.
Standing with Rainbow Six Siege/Ubisoft compromised.
Any actions that may negatively affect the R6S/Ubisoft brand.
Loss of Twitch Partnership.
Rainbow Six Siege reserves the right for removal of any charms.