RainbowSix: Siege

Dortmunder Jungs Rainbow Six Siege

Dev Blog: Streamer Mode

In November, we released an article outlining the top issues and community concerns[www.ubisoft.com] among the Rainbow Six Siege community. Protecting our content creators from players using streamers’ public information to disrupt their experience was highlighted among our top priorities. With the release of Streamer Mode, creators will have more control over what information is publicly available, protecting them from Stream and Queue Sniping.

So, what are these disruptive actions and our efforts to stop them in their tracks? Read on for the details.

Queue Sniping

Queue Sniping—when players taunt or kill a streamer after they deliberately queue at the same time as them—has been a growing problem within the Siege community. Streamer Mode will give creators two forms of protection against Queue Sniping:

  • Hide Region and Latency – This will allow users to hide all instances where region and ping are mentioned.
  • Hidden Matchmaking Delay – This will offer a random, hidden delay to the streamer’s matchmaking. The streamer will be able to choose from several delay options. The delay will not impact a player rejoining a match if they are reconnecting.

Find these settings in the Options menu under “Streamer Mode preferences.” Utilizing these settings will greatly reduce the ability of players who are watching a stream to purposely queue into that streamer’s lobby. This isn’t the only issue facing content creators, though.

Stream Sniping

There are instances in which players also intentionally use another player’s livestream to gather information and get an unfair edge, or to act in a disruptive manner. This behavior, calledStream Sniping, is another issue we want to protect against. Our initial release of Streamer Mode will have three settings that empower creators in the battle against these disruptive actions.

  • Hide Names – This option–listed as “Hide Usernames” for PC players, “Hide Online IDs” for PlayStation players, and “Hide Gamertags” for Xbox players–gives users the ability to hide their own name or the names of their entire team by replacing them with randomly generated presets taken from the NATO phonetic alphabet. This will be reflected not only in-game, but also across text and voice comms, the scoreboard, and Squad drop down.
  • Hide Clearance Level – Hide the Clearance level on the after-match bonus screen and the contact panel by replacing it with a placeholder.
  • Hide Avatar – This allows streamers to hide their avatar and replace it with a placeholder.

Stream Sniping Next Steps

Currently, these settings will only impact the point of view from the streamer, limiting the information those watching have regarding the match. However, our team is hard at work on the next iteration of Streamer Mode. Our hope with the next version is the anonymization provided by these settings will be seen by all players in the match, not just the streamer.

Match ID Display and Reporting

Cheating and toxicity are subjects we are [committed to winning](http://rainbow6.com/anticheat_update) the war against. We understand that allowing players to activate these options may raise concerns regarding the process of reporting cheating and disruptive behavior. For this reason, we will add visibility of the Match ID on each match’s scoreboard. This not only gives players a reference point when reporting, but also increases our team’s ability to accurately investigate these reports.


Streamer Mode is just one step we are taking in our efforts to protect our players and is a feature we intend to keep building upon. This is just the first version. We are currently working on and will be releasing a second version that will strengthen and improve stream sniping protections. As we continue to listen to your concerns, our efforts to address those concerns will also continue. We look forward to sharing more updates regarding our work addressing issues facing content creators in the future.

Kompletter Artikel: Dev Blog: Streamer Mode

Crimson Heist

Kicking off 2021, all of us at Rainbow Six Siege are proud to introduce Crimson Heist, a season that gears players up for the ultimate heist. A new Operator is joining our ranks: the sly and tactical Flores, an Attacker from Argentina who knows how to mix precision and passion. He brings the RCE-Ratero Charge, a remote-controlled charge, with a timed explosion, that sneaks up on unsuspecting opponents.

Crimson Height is an action-packed season that offers reworks of the Border map and Newcomer playlist, a new secondary weapon, and plenty of other exciting additions. Are you ready to get the stash? Keep reading the Patch Notes below to discover more.

View Patch Notes[rainbow6.com]

Kompletter Artikel: Crimson Heist


In this latest edition of Designer’s Notes, we’ll go into more detail about the balancing changes that’ll come with the Crimson Heist patch and give you an insight into the reasons behind these changes.



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.



  • Increased CSRX 300 damage to 127 (from 122)
    • 1 body shot will kill a 3-speed Operator
    • 1 body shot will DBNO a 2-speed Operator
    • 1 body shot will DBNO a 1-speed Operator
    • Wearing Rook Vest:
      • 1 body shot will DBNO a 3-speed Operator
      • 2 body shots will DBNO a 2-speed Operator
      • 2 body shots will DBNO a 1-speed Operator

Population targeted by this change: Casual, Top Ranked and Pros.

Our main objective with Kali is to make her a viable and balanced operator. In general, this requires us to strike the right balance between ability (LV Explosive Lance) and loadout. For Kali in particular, this depends on two main elements. The first is that Kali brings a great amount of utility to the game. The LV Explosive Lance can deal with gadgets, including bulletproof gadgets and ones behind electrified reinforcements. The second element is the CSRX 300. This primary weapon is in charge of most of her killing potential, and keeping this weapon in line is key to avoiding an overpowered operator.

Unsurprisingly, finding the right balance for a one-shot-kill weapon can take a number of iterations. We noticed that on release, Kali was perceived as overpowered, but the power perception has been slowly drifting towards "underperforming." In the previous patch, we took our first step in finding the sweet spot for the CSRX 300. We have looked at your feedback and we are making new changes.

What we’ve done so far:

We started by identifying the 1-shot-DBNO mechanic as one of the main issues. The mechanic was perceived as frustrating and it did not allow us to tweak the weapon power level, so we decided to transform the CSRX 300 into a normal weapon. Now, we can modify the weapon damage and iterate until we find the sweet spot.

With this change, we’ve also tackled the lack of counter for Kali’s CSRX 300. For example, now, wearing Rook’s Armor Plates can now help Operators to survive a body shot.

We also wanted to keep the damage modifiers caused by bullets getting through walls or hitting Operators limbs’, as this helps to prevent lucky shots that can kill or put Operators in to DBNO. This also ensures good aim is rewarded.
The first iteration set the damage at 122. With this value, we had a compromise where 3-speed Operators would die from a chest shot and 1-speeds would survive it. This compromise took into account that 1-speed Operators do not represent a majority in a defensive line-up, especially on Pro League. This approach has been perceived as too weak, though, and we are making new changes to address that.

What we’re doing now:

Our next step is to increase the weapon damage to make 1-speed Operators also fall into DBNO. Like last time, we will be monitoring your feedback and the game data to ensure we continue tracking towards finding that sweet spot for Kali. For some Operators, balance is a process that takes iteration, so we appreciate the feedback and insight the community has shared here!

Additional insight into Kali’s interaction with Rook’s Armor Plate:

With the above change in mind, we want Rook’s ability to be relevant against Kali’s CSRX 300. We are not creating any specific rules for the interaction, but we want to clarify how Rook’s Armor works:

When an operator is wearing Rook’s Armor Plate, their armor gains an extra 15% protection. This means that:

  • A 3-speed Operator will have 15% damage reduction.
  • A 2-speed Operator will have 25% damage reduction.
  • A 1-speed Operator will have 35% damage reduction.

This means that with the new damage value, only 3-speed operators will fall into DBNO when receiving a CSRX 300 body shot. The rest of the 2 and 3-speed Operators will survive that shot.

  • Reduced Shield HP to 20 (from 50)
  • Reduced MK17 damage to 40 (from 49)

Population targeted by this change: Casual, Top Ranked and Pros.

According to the Balancing Matrix, Blackbeard continues to be a force to reckon with, sporting the highest Attacker win delta. Between the great utility afforded by his Rifle Shields and a loadout with strong damage capabilities that has earned him a high K/D, he is a point of frustration for Defenders.

By reducing the HP of his shields and damage of his MK17, this will slightly reduce both his killing potential and survivability. Given that the majority of the time, Blackbeard ends matches with shield economy to spare, this change should be fair to both sides as it brings him more in line with other Attackers.

  • Added Gonne-6 (Removed C75)
  • Added Stun Grenades (Removed Frag Grenades)

Population targeted by this change: Casual, Top Ranked and Pros.

Dokkaebi is the first of two Operators who will be encountering a loadout shakeup this patch to make way for the newest gun in the Siege armoury. The Gonne-6 will replace the C75 as her secondary weapon, providing highly accurate explosive utility for dealing with gadgets, abilities and Operators. As a result, her gadgets have also been tweaked to limit the number of explosives at her disposal.

It’s no secret that Dokkaebi has received a number of loadout changes in the past year. The initial intention for giving her Frag Grenades was to offer more utility against bulletproof devices rather than to increase killing potential. By switching to Stun Grenades, she will retain this utility against bulletproof devices while also empowering her with a wider range of tools to better adapt to her surroundings while disrupting Defenders.

  • Added Gonne-6 (Removed GSH-18)
  • Added Stun Grenades (Removed Frag Grenades)

Population targeted by this change: Casual, Top Ranked and Pros.

Like Dokkaebi, Finka is also receiving an update to her loadout, gaining the Gonne-6 secondary weapon and replacing her Frag Grenades with Stun Grenades. Given her strong win delta compared to other Attackers on the Balancing Matrix, the slight reduction in AoE damage capabilities is not expected to have a significant effect on her performance, particularly now that she is able to accurately deny many Defenders’ tools with the Gonne-6.

  • Warning will hint at the distance to Pests by modifying its blinking speed

Population targeted by this change: Top Ranked and Pros.

In its current state, Mozzie’s Pest lacks clear counters and often forces Attackers to waste time and resources in order to avoid or mitigate obvious traps. The difficulty countering him has made Mozzie a particularly useful Operator, and has contributed to driving up his presence in the Balancing Matrix.

By adding a proximity warning to Pests, this provides Attackers with a tool to more effectively avoid or deal with clear traps. While this change will not fundamentally change Mozzie’s moment-to-moment actions, it will encourage more creative placement of Pests to get the jump on Attackers.

  • While HEL Presence Reduction is active, Nøkk won’t activate proximity-based gadgets
    • Gadgets affected: Ela’s Grzmot Mine, Melusi’s Banshee, Kapkan’s Entry Denial Device, Proximity Alarm, and Metal Detectors
  • Nøkk’s glitch effect will cancel the proximity immunity, resulting in the activation of any gadget in range
  • The color of the HEL device on Nøkk’s hand will change colour when bypassing any proximity device

Population targeted by this change: Top Ranked and Pros.

Nøkk was initially designed as a counter-intel Operator, but not every intel tool is a camera. Devices triggered by proximity give very useful information as the activation’s sound cue provides information without requiring players to lower their weapon. We want to make Nøkk’s gadget more interesting to play and useful against more defensive setups.

Please note, this is a TEST SERVER ONLY change. We will turn it off before releasing the new season to continue working on her. We have tested this change internally and while we feel it adds an interesting dynamic to her play, there are still some unanswered questions. Therefore, we would like to hear your feedback and iterate before deploying this to the wider community.

  • Added Smoke Grenades (Removed Stun Grenades)

Population targeted by this change: Top Ranked.

Twitch continues to have a high presence in the Balancing Matrix. This is due in part to her high killing potential and aggressive playstyle as a secondary entry fragger.

By replacing her Stun Grenades with Smoke Grenades, this removes one of the tools that empowers such aggressive play and opens up additional role opportunities for players who would rather hang back and provide support. We will continue to monitor how this affects her playstyle to ensure any changes retain the core of why players love Twitch.


  • Improved recoil

Population targeted by this change: Casual, Top Ranked and Pros.

It’s no secret that the G36 has been overshadowed by the R4C and ARX and is in need of a tweak. In order to make it feel better to use while bringing it more in line with the effectiveness of its contemporaries, this assault rifle’s recoil has been updated.

Players should notice an immediate change in its handling. Specifically, recoil will no longer drift horizontally, making it more reliable. Like anything relating to the handling of weapons, though, it’s important to note that we are continuing to look at how we can further improve the feel of different weapons in players’ loadouts.



With Year 6 Season 1, when a gadget is disabled by Mute, there will be proper feedback showcased to players.

Expect feedback when the following gadgets are disabled while in play:

  • Attacker drones
  • Breach Charges
  • Hibana’s X-Kairos
  • Fuze’s Cluster Charge
  • Thermite’s Exothermic Charge
  • Zero’s ARGUS Cameras
  • Claymores
  • Nomad’s Airjabs

Try out the latest Rainbow Six updates on the Test Server and earn an exclusive charm through the Bug Hunter Program[rainbow6.com].

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


Dev Blog: Update on Anti-Cheat in Rainbow Six Siege


It’s been about half a year since our last dev blog[www.ubisoft.com] on the Rainbow Six Siege war against cheats. For the last six months, the team has continued the fight and we would like to share with you a bit about what’s been happening behind the scenes. While we would love to be fully transparent, doing so could hinder our efforts as it could aid in the creation of new cheats.

Most of our changes will be made on the backend, so you may not see them. To summarize our current status, we are actively reinforcing cheat detection by adding to existing security measures and lessening the overall ability to cheat in Rainbow Six Siege.


Throughout the blog we’ll reference a few different groups of exploiters:

Cheaters: Players using a 3rd party application, script, or macro to obtain an unfair advantage in-game or in a manner that violates the Terms of Service for Rainbow Six Siege.
Cheat Developers: Those developing cheat applications which they then use, sell, or give to cheaters.
Hackers: For the context of this article, these are malicious individuals/groups who are taking over accounts that are not theirs and re-selling accounts they do not own.

The Siege Team’s Approach Towards Cheating

In our never-ending cat and mouse game with cheaters and cheat developers, we continue to focus our efforts on 3 core points:

Detection Improvement
Increased Barriers to prevent cheaters and novel cheats
Reduction of Impact of cheats in-game

2020 in Numbers

By the end of 2020, we confirmed we exceeded our previous annual ban number record by 44.73%. Improved detection, detailed reporting, and data sharing with BattlEye were big factors in this ban increase. With a continually growing population and the increased availability of cheats, new cheats and cheaters regularly keep us on our toes.

In August, we started issuing a new type of cheating sanction based on player data—something we will go into more detail on below. We used this new data detection model to ban over 4500 players between August and December. Adding this to our cheating sanctions brings us to a total of 52,69% increase in cheating bans.

A Look Back at 2020 and Where We Are Heading

The June Dev Blog[www.ubisoft.com] described three important topics for 2020: Detection, Blockers, and Vulnerabilities. These continue to be our focus and we have some updates to report.


Cheat detection will always be a work in progress, as well as a ‘’hunting’’ process. As cheating is ever-evolving thanks to changing behaviors, the continued bypassing of systems, and more, it will always be impossible to detect 100% of cheaters.

That’s why we are building new cheat detections based on statistics to uncover our most disruptive cheat users.


Bans based on player statistics are still new to Rainbow Six Siege. One of the major goals of data-based cheat detection is to sanction cheaters faster. We are happy with the accuracy of our first model, but we are still operating the ban waves manually. This is causing the process to be slower than we would like. Automation for this first model is planned for the beginning of Year 6.   

New detection models will always launch manually. We start by identifying data that will make our detection model relevant. Next, we launch it on the backend and make sure we are comfortable with the results. The first ban waves are done by hand, allowing us to review each impacted player. This helps us ensure the detections are identifying concrete proof of cheating. We will continue to develop new models that give us better visibility on what is happening live in order to expedite the identification of cheaters and sanctioning them.


For the last six months, we have been working with BattlEye to improve cheat detections in Siege. We will continue to ensure that our partnership with BattlEye has a positive impact on the Rainbow Six Siege community.


Cheat detection is only one piece of the anti-cheat puzzle in Siege. We are also working to increase barriers to entry for both cheat developers and their users. Our goal is to cancel any benefit that could be gained from this practice by making it costly for illegitimate players.


In our quest to make cheaters’ lives as difficult as possible, we included APAC regions in the 2-Step Verification Ranked Lock[www.ubisoft.com]. This not only deters cheating, but it helps secure a wider array of accounts from being hacked. Increasing the overall security of accounts is an effective way to help fight instances of account stealing or selling, and makes it harder for Cheaters, Hackers, and Cheat Developers alike.

Another tool in the arsenal of cheaters and cheat developers is the creation of burner accounts. To combat this, we have linked BattlEye bans with Steam Vac bans, which prevent banned players from receiving game refunds.

In the upcoming months, we’ll also be keeping a closer eye on leaderboards. We are aware that cheaters are appearing in the highest rankings and will dedicate efforts to manually cleaning the leaderboards periodically.


While we can’t offer specifics on this topic, please know we are working to make it harder for cheat developers to analyze and modify our game. With every update we’ve launched for the past few seasons, we have continued to further secure code, making it more difficult for cheat features to keep up.

Cheat Developers may only be one part of the equation, but they are the source of the problem. We will continue securing our code and eliminating vulnerabilities in order to make the upkeep of cheats more costly and time-consuming.


We are continuing to learn a great deal from our battle against cheating as we fight on multiple fronts, from live issues and fires, to planning the future of Siege’s anti-cheat responses, through to making sure we maintain visibility on our vulnerabilities.


Cheat developers take advantage of vulnerabilities to create their cheats. For this reason, we assess our vulnerabilities every season to not only detect current vulnerabilities, but also to predict what new loopholes could be found in the future. We keep the Ubisoft game security team close and use their knowledge to plan our initiatives and understand past and present errors.


In addition to using software to discover potential risks, we actively keep an eye on social media and work closely with the community team and customer support to concentrate our efforts on issues that matter to our players.  As soon as we discover vulnerabilities, we get to work on fixing them. In some instances, there are no simple solutions, so we complement prevention with detection.

What is Next?

We have big plans on the horizon for our team and for the game, and have no intention of slowing down. While we can’t go into full detail at this time, we hope this Dev Blog has helped you understand some of the work we do behind the scenes. This work is rarely user-facing and can be overthrown by new cheat iterations, but we’ll keep pushing to improve on all fronts.

In the future, the anti-cheat team plans to remain transparent by publishing Dev Blogs when we have notable updates to share.


For every wall reinforcement that we deploy, Cheat Developers are trying to breach in another room. But it far from deters our will to rid the game of as many opportunists and cheaters as we can. We are dedicated to making Siege secure and fair for everyone. We look forward to sharing exciting new releases in future Dev Blogs. Until then, keep reporting cheaters in-game and stay safe out there.

Kompletter Artikel: Dev Blog: Update on Anti-Cheat in Rainbow Six Siege

Y5S4.3 Patch Notes

Y5S4.3 will release the week of January 26th on all platforms. For additional information and further details on the changes listed below, please see our Y5S4.3 Designer’s Notes[rainbow6.com].


Below you will find the download sizes for each platform.

– Ubisoft Connect: 1.09 GB
– Steam: 868.62 MB
– Xbox One: 1.57 GB
– Xbox Series X: 1.82 GB
– PS4: 1.31 GB
– PS5: 1.10 GB



– Reduced Breaching Round explosive damage range to 2 meters (from 3.5 meters)


– Increased shotgun’s total ammo to 30+1 (from 26)
– Added Hard Breach Charge (Removed Claymore)


– Reduced Yokai drone jump cooldown to 2s (from 3s)
– Reduced drone time-out failing to stick to the ceiling to 0.5s (from 2s)
– Reduced Sonic Burst cooldown to 16s (from 20s)


– Removed resistance to Concussion effects
– Removed "extra" mine while in DBNO


– Removed 1-shot-DNBO from CSRX300.
– CSRX300 now has base damage of 122 for 25 meters.
– 100% damage until 25 meters and linearly falls to 80% (97.6) at 35 meters
– Damage to the limbs has not changed.


– Removed 1.5x scope from the T-5


– Added Claymore (Removed Hard Breach Charge)


– Removed Angled Grip from the MP5


– Removed 1.5x scope from the Vector .45 ACP


– Removed resistance to Concussion effects
– Removed Withstand
– Reduced impact grenade explosive damage range to 2m (was 3m)


– Removed (set to 0) the camera penalization during the Guard Break animation


– Reduced deployment time to 2s (from 3s)
– Reduced activation time to 5s (from 6s)


– Improved recoil for: ARX, C8, M1014, and TCSG12



Ranked Match Cancellation

– Timer has been extended to allow disconnected player more time to rejoin a match in progress.
– Fixing known abuses occurring when players end the first round prematurely, preventing the opposing team from cancelling the match.



– FIXED – Disabling Hostage in matchmaking preferences prevents users from matchmaking into a Road to S.I. match.
– FIXED – Players are having loadouts reset after playing an Event.


– FIXED – Various LOD issues present on Bank and Stadium maps.
– FIXED – Zero’s ARGUS Camera can pass through an indestructible floor at EXT Construction Site on Clubhouse map.
– FIXED – Shooting the bottles and spinning a player character around quickly in a specific location at 1F Pantry can cause FPS drops for everyone in the match on Skyscraper map.
– FIXED – Multiple collision issues present across various maps.
– FIXED – Exploitable line of sight present in gaps visible across various maps.
– FIXED – Desk panels in INT Office on Skyscraper map are not currently breakable.
– FIXED – Various gadget deployment and clipping issues present across maps.
– FIXED – The light source on the south-west wall of 2F Penthouse can be seen on the bottom of the north-east wall in 2F VIP Lounge on Penthouse map.
– FIXED – Unnecessary vault prompts are currently present on exterior garage roof near EXT Garage of Kafe Dostoyevsky map and on a police truck at the main entrance of Coastline map.
– FIXED – A container in 1F Bedroom on Skyscraper map appears positioned off of the ground.
– FIXED – Defenders that stay in the doorway at 1F Back Stairs will be detected by Attackers and receive a "You are detected" message on Villa map.
– FIXED – Breach Charges will sometimes not destroy the floor in 2F Master Bathroom on Villa map.
– FIXED – The defuser can get stuck in 2F Front Office on Consulate map after destroying the floor or if it’s dropped between the electrical generator and metal pole in EXT West Spawn on Stadium map.
– FIXED – Players can go out of bounds after climbing the ventilation units and dropping near EXT Ventilation Stairs or when fast rappelling down a particular tree on Skyscraper map.
– FIXED – Grills above the AC unit on the 3rd floor in the Cigar Room on Kafe Dostoyevsky map are unable to be pinged.
– FIXED – Attackers can be knocked back by Oryx’s Remah Dash through the bulletproof transparent glass in 1F Main Lobby on Stadium map.
– FIXED – Bullets can penetrate through the blue barrel located at 4F Tractor Storage on Hereford Base map.
– FIXED – Under specific circumstances, Operators can float above the ground in EXT Main Entrance on Bank map.
– FIXED – The Secure Area objective clips with nearby furniture in Kids Room on Hereford Base map.
– FIXED – Operators can spawn with their back to the house at EXT Side Street on House map.


– FIXED – Maestro’s Evil Eye turret used in quick succession is occasionally causing issues with gameplay.
– FIXED – The Bailiff .410’s crosshair elements are clipping while Operator is crouching or prone.
– FIXED – Improper hand animation is visible after Caveira activates Silent Step and performs a melee attack.
– FIXED – Sprinting with Warden does not leave footsteps for Jackal’s EyeNox.
– FIXED – Zofia has additional resistance to her concussion projectile and Ela’s GRZMOT Mine in Road to S.I. 2021 sessions.
– FIXED – Melee butting with Tachanka’s Shumikha Launcher causes both hands to clip into the grenade launcher.
– FIXED – Maestro’s Evil Eye can be deployed midair by placing it on Goyo’s Volcan Shield and then removing the Volcan Shield.
– FIXED – Tachanka’s DP-27 LMG will only destroy one layer of destructible walls that have multiple layers.
– FIXED – Audio sounds muffled when deploying a secondary Hard Breech Charge while crouching on barricades.


– FIXED – Weapons customized during the Operator Selection Phase are not visually updated in the menu.
– FIXED – The "Cosplay Guide: Operation Void Edge" Reward is currently displaying a placeholder image in the Ubisoft Connect launcher.
– FIXED – A pop-up will appear after each game session when the player returns to the main menu.
– FIXED – Minor visual issues are present in relation to the "Road to S.I. 2021" event.
– FIXED – Risen Headgear syringe glows intensively.
– FIXED – Welcome pop-up message for users is not always displaying consistent messaging.
– FIXED – The hands on Mute’s Swamp Trek uniform have a visual issue while holding a weapon.
– FIXED – Inviting players to a Custom Online Game creates a Squad instead of adding players to the Custom Online Lobby.
– FIXED – Several Renown Booster packs are missing the R6 Credits button in the purchase confirmation side panel.
– FIXED – Players are reporting that despite winning a match, it is counting as a loss and the player can be de-Ranked.
– FIXED – If a player leaves a Road to S.I. session, the Dynamic Play button from the Player Hub will instead initiate a new search for the event.
– FIXED – During the MVP screen on Stadium map, minor flickering and visual issues are present.
– FIXED – The playlist name is missing when a player attempts to reconnect to a previous match.
– FIXED – When hovering on 1F, the icons of the Operators, objective markers, and bomb sites are visible from 2F as a Caster on Stadium map.
– FIXED – The Ubisoft Connect weekly challenges are not updated from "Terrorist Hunt" to the current title of "Training Grounds".

Kompletter Artikel: Y5S4.3 Patch Notes


CODE OF CONDUCT: The way we play

At Ubisoft we are committed to providing an inclusive gaming environment where everyone, anywhere in our global community can have fun while feeling safe and respected.

We value each and every member of our community and we appreciate your passion for our games. After all, where would we be without you? We trust you to be respectful and kind to yourselves and to one another. Together, we’re making this community stronger, safer and more positive.

To that end, our Code of Conduct establishes a set of core guidelines that all players, partners and employees must follow when participating in activities associated with Ubisoft’s products or services, both on and offline – we all play by the same rules.

This document supplements Ubisoft’s Terms of Use. For more details, please refer to our terms: https://legal.ubi.com/termsofuse/


Safety first. The safety of our players, partners and employees is our highest priority.

*Ubisoft does not tolerate threats, sexual or moral harassment, discrimination, endangerment of others, stalking, doxing or any other illegal or illicit conduct in our communities.*


– Educate yourself and respect local laws.
– Report any illegal or suspicious activity that you see.


– Engage in or encourage any form of illegal activity.
– Put anyone in danger or make them feel unsafe.
– Pretend to be another player or a Ubisoft employee.


Think IRL. Behind every avatar is a real person. All players should feel safe, welcome and accepted in Ubisoft’s communities and playspaces.

*Ubisoft does not accept any form of bullying, intimidation or the proliferation of hate. *


– Be your best self! Be kind and play your part in keeping the Ubisoft community great.
– Be respectful in communicating with others, no matter who or where they are. Make sure to use and share appropriate language and content.
– Stay cool. We’ve all had games where emotions run high. If you need to, take a break, take a deep breath, or just hit pause.


– Use any form of bullying, harassment, or hateful language to target others (whether they are players or Ubisoft employees) online or offline.

– Lose control. It’s easy to lash out or give in when things get tense, but don’t let your adrenaline do the talking.


Have fun and play fair. Let your skills alone take you to the top.

*All players are created equal. Anything aimed at gaining an unfair advantage disrupts the balance of our games and is damaging to our communities*


– Play fair and encourage others to do so.
– Call out cheating and help us foster fair play by using our reporting features.


– Cheat! Buying, making, distributing or promoting cheats for our games ruins the experience for all, even you.
– Have a 3rd party malicious software running in the background even if you’re not actively benefitting from it while playing.
– Abuse exploits or glitches to gain an unfair advantage.
– Attempt to edit, corrupt or change Game or server code.
– Use macros or mods.
– Purchase of game benefits, including but not limited to “MMR boosting services”.
– Buy accounts or cosmetics via 3rd party sellers.
– Exploit a broadcaster’s live broadcast in order to gain an unfair advantage or harass them in-game, such as stream sniping.

INVESTIGATION & SANCTIONS: Your actions have consequences

When you’re using Ubisoft’s games and services, be respectful towards all players, users and our representatives. The purpose of our Code of Conduct and Terms of Use is to provide safe and welcoming communities for all, and any suspected breaches of these guidelines and rules will result in an investigation that could lead to sanctions. Sanctions can include; but are not limited to: restricted access to certain services, suspensions and bans at game or at account level. Sanctions may vary depending on the severity, impact and/or frequency of breaches. We don’t enjoy taking this kind of action, but breaking the rules can negatively impact the community, and therefore we need to hold you accountable.

SECURITY: Protect your account & yourself

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In this latest edition of Designer’s Notes, we’ll go into more detail about the balancing changes that’ll come with the 4.3 patch and give you an insight into the reasons behind these changes.



*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.*


*Due to a continued tracking issue, we are unable to provide the "No Ban" details for this edition of Designer’s Notes. We hope to have this fixed for the next one.*



– Reduced Breaching Round explosive damage range to 2m (from 3.5m)

Population targeted by this change: Casual, Top Ranked and Pros.

According to the Balancing Matrix, Ash continues to be the Attacker with the highest presence, owing to her strong versatility.

Specifically, the explosion range on her Breaching Round has made her an effective utility denier from below, destroying gadgets in the top floor ceiling, like Kaid’s Electroclaws. By reducing this range, this will bring her versatility more in line with other Attackers.


– Increased shotgun’s total ammo to 30+1 (from 26)
– Added Hard Breach Charge (Removed Claymore)

Population targeted by this change: Pros.

Further differentiating Buck from Sledge and highlighting his unique strategies as a master of destruction, we are increasing his utility with a Hard Breach Charge and additional shotgun ammo.

Combined with his Stun Grenades, we expect the Hard Breach Charge to offer additional versatility and increase his presence in matches.

As his shotgun is less reliable than Sledge’s trusty hammer, the extra ammo will ensure Buck brings value to team compositions while accounting for the additional shots required (i.e. two shots required to destroy both layers of the floor).


– Reduced Yokai drone jump cooldown to 2s (from 3s)
– Reduced animation time when Yokai fails to stick to the ceiling to 0.5s (from 2s)
– Reduced Sonic Burst cooldown to 16s (from 20s)

Population targeted by this change: Casual, Top Ranked and Pros.

With this patch, we wanted to improve the way Echo’s Yokai drone feels to use, focusing on quality of life changes.

Compensating for the removal of invisibility, players will find that the Yokai is more reactive to their commands and has a snappier feel. This empowers Echo to be more aggressive with his drone use.


– Removed resistance to Concussion effects
– Removed the "extra" mine while in DBNO

Population targeted by this change: Casual, Top Ranked and Pros.

With this patch, we intend to remove some of the "hidden" mechanics that are not explicitly explained and are based on the character’s lore, rather than their balance.

During the Tachanka tests on the TS, the community was very vocal about these kinds of mechanics. The work we did removing these exceptions on Echo last year (i.e. vulnerable to Dokkaebi’s Logic Bomb and hacking, allowing IQ to detect his cellphone with the scanner) was mentioned as a step in a positive direction.

We have decided to approach Ela in a similar manner, removing her Concussion resistance and "extra" mine. We do not believe these changes will affect her current viability and presence.

Additionally, we feel that removing these "hidden" mechanics helps make the game easier to understand and learn for new players while retaining the qualities players pick Ela for.


– CSRX 300 base damage set to 122
– 100% damage until 25 meters and linearly falls to 80% (97.6) at 35 meters

Population targeted by this change: Casual, Top Ranked and Pros.

Looking at our Balancing Matrix, Kali’s low presence is due in part to a weapon that is considered underperforming.

We have noticed that the 1-shot-DBNO mechanic has been mentioned several times in balancing surveys as a frustration for players. We understand that the exceptions to this rule (i.e. headshot, limb hit, the target is extremely far away) can cause confusion.

With this in mind, we will remove this rule and turn her sniper into a normal weapon, increasing its base damage in the process. This means that damage will function the same as any other weapon against the armor and health of the target (good news for Rook, as his armor is now useful against her):

– 1 body shot will kill a 3-speed operator
– 1 body shot will down a 2-speed operator
– 1 body shot will damage a 1-speed operator

It is worth noting that we will keep one of the exceptions noted above—the damage to limbs—as we do not want to reward inaccurate shots now that the base damage is higher. We feel this fits with the logic of the weapon and is unlikely to generate the same confusion.


– Removed 1.5x scope from the T-5

Population targeted by this change: Top Ranked.

Looking at his place on the Balancing Matrix, Lesion brings a lot to teams, making him one of the top roamers.

From a primary gadget that offers strong map control by slowing Attackers and providing intel, to an effective weapon, he has a great deal of utility without factoring in his scope. Since this was already the case before giving him the 1.5x, we have decided to remove this scope from his kit.

Reducing his killing potential slightly, we want to make space for other Operators to find their footing in the roamer role, while also encouraging interesting roaming pairings to emerge.


– Added Claymore (Removed Hard Breach Charge)

Population targeted by this change: Casual and Top Ranked.

Trading part of his gadget loadout with Buck, Lion is now the proud owner a Claymore. Given his role a roamer focused on control, this shift better fits with his playstyle.

Given the option, players were less likely to choose the Hard Breach Charge. We feel this change will be a more appealing option to Lion players.


– Removed Angled Grip from the MP5

Population targeted by this change: Ranked.

Melusi continues to have a high presence in matches per the Balancing Matrix, combined with a strong win-delta.

By removing the Angled Grip, her presence is expected to see a reduction back to previous values. She is a valuable asset to teams, but the effectiveness of her MP5 made it possible to outpace roamers at their own game.

We also intend to make adjustments to Melusi’s gadget in the future. As gadget changes require more iteration and testing, this will come later on. This Angled Grip change is more immediate, however, as we do want to have something in the short term to address Melusi’s current performance.


– Removed 1.5x scope from the Vector.45 ACP

Population targeted by this change: Top Ranked.

As a result of her perceived ability to hold longer angles with the 1.5x sight, Mira’s ban rates have become disproportionately high.

Removing this sight will reduce her killing potential back to previous values, while still maintaining her strong utility in matches. We hope to see a decrease in bans, giving her more chances to see active play.


– Removed resistance to Concussion effects
– Removed Withstand
– Reduced impact grenade explosive damage range to 2m (was 3m)

Population targeted by this change: Casual, Top Ranked and Pros.

Zofia is considered a strong pick with the second highest Attacker presence, as you can see in the Balancing Matrix above.

Similar to Ela, we are removing some of the "hidden" mechanics that are not explicitly explained in the game and instead stem from the character’s lore. For Zofia, this means removing her Concussion resistance and Withstand effect, which we do not see affecting her power or presence.
We have also observed Zofia’s ability to destroy gadgets placed in the top floor ceiling with impact grenades. To balance her currently high presence, we are decreasing their explosive range, slightly reducing her versatility as a utility denier from below.



– Removed (set to 0) the camera penalization during the Guard Break animation

Population targeted by this change: Top Ranked and Pros.

We introduced this mechanic to counter shield Operators’ quick rotation during the Guard Break animation. We initially viewed this quick rotation as a source of frustration and sought to reduce the feeling of putting yourself in danger to engage a shield Operator and not getting anything from it. We’ve all had that one run-in with a skilled Clash…

But over time observing our community’s evolving strategies, this interaction feels more in line with how a skilled shield player uses them.

As a result, we have removed this aspect of ballistic shields, as it wasn’t our intention to remove a key component of shield play which created frustration for the player using the shield. Shields should now feel more comfortable to play.


– Reduced deployment time to 2s (from 3s)
– Reduced activation time to 5s (from 6s)

Population targeted by this change: Top Ranked and Pros.

Since the introduction of Hard Breach Charges as a secondary gadget, they have been a useful part of Attackers’ kits, albeit not quite as reliable as we had intended.

By reducing deployment and activation time, they will become an even more viable option for Attackers, leaving them less exposed and giving Defenders less time to react to their tactics.


– Improved recoil for: ARX, C8, M1014, TCSG12

Population targeted by this change: Console.

As part of our continued efforts to improve controller game feel on console, specifically while aiming down sight, you will notice tighter recoil on a number of guns, making them more viable options when using a controller.

You will notice that successive shots for both the M1014 and C8 will land closer to one another. Similarly, it should be easier to chain shots with the TCSG12 now. As for the ARX, we have reworked the recoil pattern to keep shots more centered instead of spiking to the side.

Since this is an ongoing topic of discussion and experimentation, these changes reflect a part of the bigger picture. We are continuing to look into the console controller experience and how we can further improve the feel of your loadout.



Following experimentation on the TS, we’ve made the decision to set aside the idea of pre-reinforcing roof hatches.

Our initial objective with this idea was to make these hatches more interesting points of contention between Attackers and Defenders. We hoped to make it less trivial for Attackers to open these hatches and make it possible for Defenders to try to defend these hatches (with a Kaid, for instance).

We knew this could be problematic in a meta-game where Attackers’ resources are already spread thin when it comes to dealing with Defenders’ setups, but we hoped the addition of the Hard Breach Charge and Hibana rework would solve that issue.

After several tests on TS, here’s what we observed:

– On many maps, our objective seemed to be achieved based on what we could observe, although this has been difficult to evaluate for several reasons. First, our current TS player population and behaviors don’t always represent our Live player population. Second, we don’t always have enough TS activity for our telemetry results to be reliable.
– On some maps where opening roof hatches is particularly crucial (like Kafe Dostoyevski), it made an Operator like Hibana almost a mandatory pick.
– We did not manage to convince. Most feedback we gathered was negative, and we saw few players perceiving upsides to the change.

Our conclusion is that the cons seem to outweigh the pros, which has led us to the decision set this issue aside.

Thank you to everyone who played this feature on TS and took the time to send us constructive feedback. This is always incredibly useful!

This was a very valuable experience for us, so you can expect more like this one in the near future… we have lots of wild ideas that we want to test with your help!

Kompletter Artikel: Y5S4.3 DESIGNER'S NOTES

Y5S4.2 Patch Notes


Below you will find the download sizes for each platform.

– Ubisoft Connect: 1.2 GB
– Steam: 775.0 MB
– Xbox One: 1.6 GB
– Xbox Series X: 2.0 GB
– PS4: 1.5 GB
– PS5: 3.6 GB



– FIXED – Once a PVE session is completed and the "Vote for Retry" button is pressed, after the next PVE session, the "Find Another" button exhibits the same functionality.
– FIXED – HUD settings applied from the Custom Game playlist are not being applied to the host.


– FIXED – Various LOD issues present across a multitude of maps.
– FIXED – Several gadget deployment issues present on Theme Park, Outback, and Border maps.
– FIXED – Multiple vault prompt issues present across several maps that either prevent players from properly vaulting or cause rubber banding.
– FIXED – Updated the wall shelf in the Kitchen on Chalet map.
– FIXED – SFX are missing when placing Nomad’s Airjab Launcher in the Main Entrance Barricade on Oregon map.
– FIXED – Arcade machine glass is destroyed inconsistently on Theme Park map.
– FIXED – Players can glitch themselves into the concrete dock in EXT Back Alley on Bank map.
– FIXED – FPS drops can occur for everyone in the session if a player spins rapidly in a certain spot of 1F Archives on Bank map.
– FIXED – Drone can be placed on a fence on EXT Back Alley to see through a gap in the West Wall on Bank map.
– FIXED – Players pushed on top of the vase at 1F ATMs can spawn peek out of the window on Bank map.
– FIXED – Several texture issues present that impact drones in 2F Executive Lounge, EXT Low Roof, EXT Parking, and 2F Hallway on Bank map.
– FIXED – Unfair line of sight created by the gap between the column and the wall near 1F Staff Room on Bank map.
– FIXED – Several items can be seen floating in the air after destroying surrounding items on various maps.
– FIXED – Shaded gap is present between patches of snow at EXT Campfire Woods on Chalet map.
– FIXED – Gadgets are experiencing clipping and collision issues in various places on maps.
– FIXED – Drone camera issues present, allowing players to see under the world on both Clubhouse and House maps.
– FIXED – Drone capture and retrieval issues present in 2F Control Room Hallway on Kanal map if Mozzie’s Pest Launcher clips through the ground.
– FIXED – EXT Control Tower, EXT Street, and EXT Spitfire Courtyard location names are not displaying on screen while a drone is being used in those particular areas on Hereford Base map.
– FIXED – Maverick’s Breaching Torch has to be used in order to destroy the wooden floors under the blue tarp carpets on Outback map.
– FIXED – The "You will die in" message displays when entering the 1F Kitchen from 1F Restaurant for a brief moment when under the doorframe on Outback map.
– FIXED – Attackers can enter Frost’s Welcome Mat through the wall of 1F Kitchen on Outback map under particular circumstances.
– FIXED – Operators can get stuck when going prone between multiple collisions on Outback and Coastline maps.
– FIXED – Several breakable items on Skyscraper map have been updated.
– FIXED – A column partially obscures the operator on the far left when the winning team is on screen on Skyscraper map.
– FIXED – Players are able to place the defuser between a black box and a wall at EXT Chapel on Villa map.
– FIXED – Several line of sight issues present on Coastline and Villa maps.
– FIXED – Multiple Operator and gadget clipping issues present on Consulate map.
– FIXED – The defuser can not be retrieved once it is dropped between the bicycles and the wall in EXT Driveway on Villa map.
– FIXED – The deployment message prompt flickers for Operators when standing too close to the door that separates 1F Skylight Stairwell and 1F Electrical room on Bank map.
– FIXED – Operator bodies can clip through the stairs located at 2F Library on Chalet map.
– FIXED – The 2F Dorm Main Hall bomb is missing details on its inside metallic panels on Oregon map.
– FIXED – Players are able to silently place C4 above the VIP Lounge on Coastline map under certain circumstances.


– FIXED – Operator models have a light glow visible from a distance.
– FIXED – Echo’s Yokai drone is experiencing collision and clipping issues on various maps.
– FIXED – Mira’s Black Mirror can be deployed on the opposite side of a reinforced wall.
– FIXED – Attacking operators can not navigate with their drones after switching to a secondary or primary gadget while attempting to enter their drone by using the directional right button.
– FIXED – Twitch’s eyes are fixed upward and her mouth animation appears to be broken under certain circumstances.
– FIXED – Thatcher’s weapon reticle remains completely on screen when affected by an EMP grenade.
– FIXED – Oryx will not destroy walls that are close to a reinforced wall when using Remah Dash.
– FIXED – Valkyrie’s Black Eye can be thrown inside the pipes in 1F Coast Guard Meeting Room on Kanal map due to a missing collision.
– FIXED – Ace is able to destroy his Selma on a metal indestructible floor at 1F Stage on Clubhouse map.
– FIXED – Aruni’s Surya Gate clips into the neon light when deployed on the soft wall in B1 Supply Room Corridor on Kanal map.
– FIXED – Aruni can not destroy the ceramic tiles on the walls of 1F Bathroom on Skyscraper map.


– FIXED – Tachanka’s mask clips through the Unicorn headgear.
– FIXED – Adjusting the field of view doesn’t impact the crosshair size and will display bullets spreading outside of the crosshair in certain circumstances.
– FIXED – To clarify wording, player sessions have been adjusted to refer to a player’s session group as a Squad.
– FIXED – Some players are not receiving the Doc Byte Set DLC after purchasing.
– FIXED – Battle Pass entries are sometimes missing from the detailed list after playing PVP matches.
– FIXED – The "Silver Tangerine" weapon skin is appearing instead of the default weapon skin for Aruni’s P10 RONI.
– FIXED – The "Fever Impulse" weapon skin is appearing instead of the default weapon skin for Wamai’s MP5K.
– FIXED – Tachanka’s DP27 pan magazine disappears when zoomed in on an equipped charm and rotating the weapon downwards in both the side screen preview and fullscreen purchase preview.
– FIXED – The SFX plays twice when accessing the Battle Pass title from the main menu.

Kompletter Artikel: Y5S4.2 Patch Notes

DevBlog: Reputation System

Early in Year 5, we announced the development of the Reputation System within Rainbow Six Siege. We planned to make it available at the end of the year, but due to the pandemic, we postponed the global release. However, we deployed parts of the system with every season launch since Operation Shifting Tides, resulting in a live system that is currently in the background.

Reputation System at a Glance 

The Reputation System gives players the tools they need to be positive members of the Siege community while also acting as an educational tool helping players to understand when and why an action is disruptive. It leverages the actions and experiences of players to determine the reputability of the entire community.

Our goal is to discourage toxicity and promote positive behavior while giving more feedback to players so they can have agency over their reputation. We want to help players prioritize healthy interactions, improve cooperation, and reward positive behaviors so those creating a safe atmosphere feel recognized and valued as key members of the Rainbow Six Siege community. Newcomers, pros, casual players, and streamers alike all deserve to feel safe while playing Siege, and this system intends to help enforce that.  

Over the past year, deployments for the Reputation System were made in the background, so while the entire system is currently live, it is not visible in the front-end and has no impact yet on players. These “shadow” deployments have allowed us to continue making the observations, iterations, and balancing updates needed to improve the scoring system so that it treats all players in a fair way.   

Scoring and Sanction System 

As seen in Figure 1, players are evaluated based on their positive or negative actions and are given a reputation score. This score is part of a level system that distributes sanctions and rewards. The reputation score is informed by two layers: actions and branches (Figure 2). The various actions a player takes in-game result in action scores. These branches are then summed up to influence the player’s overall reputation score.

The reputation score is vital for determining a player’s overall behavior. A low enough reputation score results in a sanction. However, in order to be proactive with sanctioning players who are actively being toxic, we have designed the system so players can also receive preventive sanctions and warnings based on the score of their immediate actions.

Year 6 Plan

In the coming year, we will continue to balance the Reputation System. The first half of Year 6 will revolve around the implementation of preventive sanctions, which will allow us to detect repeated in-game abuses related to griefing and harassment. We will also continue to work on the system’s front-end design, which will help us communicate information about reputation to players.

In addition, the Player Behavior team will continue to develop a series of short, medium, and long-term plans for various ongoing initiatives. These range from detecting and preventing player toxicity to strengthening our Anticheat operations. We will continue to take feedback and make improvements to ensure that our system is efficient, as transparent as possible, and aligned with players’ expectations. We know the community will help guide us in the development of the Reputation System as well as other initiatives to come.

Kompletter Artikel: DevBlog: Reputation System

Y5S4.1 Patch Notes


Below you will find the download sizes for each platform.

– Ubisoft Connect: 1.07 GB
– Steam: 803.2 MB
– Xbox One: 1.02 GB
– Xbox Series X: 1.02 GB
– PS4: 977 MiB
– PS5: 875 MiB



Custom Game Timers

– A pause/resume timer option has been added to lobby creator’s menu options during the Planning Phase for Online Custom Games. This setting is accessible by click the Menu icon found in the top right of the screen.
– This pause timer has a default timeout setting of 10 minutes and can be adjusted as needed.



– FIXED – Various defuser planting and retrieval issues in specific areas on maps.
– FIXED – Minor rappel issues present on Skyscraper and Plane maps.
– FIXED – Several glass resistance and destruction issues present on Bank and Outback maps.
– FIXED – Drones are able to pass through multiple objects and textures.
– FIXED – A multitude of LOD issues present on Skyscraper map.
– FIXED – Line of sight issue present between the railing and wall in 2F Exhibition Room on Skyscraper map.
– FIXED – Misaligned textures and clipping are present on various surfaces on Skyscraper map.
– FIXED – Deployable gadgets can be heavily obscured in table debris in 2F Geisha Room on Skyscraper map.
– FIXED – Compass location is missing in drone view on top of the fence in EXT Ventilation Units on Skyscraper map.
– FIXED – An Operator will spawn on top of the display case on the north side of 2F Exhibition Room on Skyscraper map.
– FIXED – Ceiling vents are not visible underneath the ceiling in 2F Shrine on Skyscraper map.
– FIXED – Several collision issues present when destroying items on Skyscraper map.
– FIXED – Various gaps and seams present between objects on Skyscraper map.
– FIXED – LOD issue present on a box located at the south side of 1F Cargo Hold on Plane map.
– FIXED – A gap is visible between the west wall and ceiling in 1F Garage on Clubhouse map.
– FIXED – Players can clip at the NE corner of the EXT Roof on Border map.
– FIXED – Attackers can navigate to certain points on Coastline map to create an unfair line of sight.
– FIXED – Lighting issues on Skyscraper map create various hiding points for Operators and their gadgets.
– FIXED – Some cardboard boxes have a delay when being destroyed on Tower map.


– FIXED – Twitch’s Shock drones and Echo’s Yokai drone are shooting when the player begins to pull the trigger rather than the end position of the trigger.
– FIXED – Inputs for Operator drones and cameras are not swapping when left-handed controls are selected.
– FIXED – Montagne can melee and extend his shield in the same animation.
– FIXED – Sound effects aren’t present when Tachanka melees an indestructible wall or item with the Shumikha Launcher.
– FIXED – Fire sound effects are present even when fire does not emit from Tachanka’s weapon.
– FIXED – Rook’s facemask is white instead of the intended color on several of his headgear options.
– FIXED – Players are unable to pick up Aruni’s Surya Gate after deploying it on the western window at 1F Reception on Kafe Dostoyevsky map.
– FIXED – Zero’s Argus Camera experiencing several functionality issues on Skyscraper map.
– FIXED – Echo’s Yokai drone clips with various objects on Villa and Morocco maps.
– FIXED – Finka’s Adrenaline Boost has a slight audio issue near the end of the sound.
– FIXED – Lion’s EE-ONE-D drone is not visible on his arm when activated in Article 5.
– FIXED – Tachanka’s Shumikha Launcher projectiles are colliding with invisible walls.


– FIXED – Overlapped text is present on the warning screen.
– FIXED – Some charms are clipping or overlapping each other.
– FIXED – When multiple controllers are paired, not all of them are able to control the game.
– FIXED – Visual customization is not displaying on Operator weapons in the Operator View after pressing the "Equip to All" button.
– FIXED – Performance/Resolution mode settings don’t apply on the PS5 console after a reboot.
– FIXED – Incorrect message displays when a player attempts to reconnect to a match.
– FIXED – Various visual issues present with Battle Pass progression.
– FIXED – Changing the resolution in the options menu makes the background flicker black and white.
– FIXED – Voice chat frequently cuts off or is heavily distorted when CVAA is activated.
– FIXED – When matchmaking in Quick Match, a Connection Failure message appears for some players.
– FIXED – Score and timer are occasionally missing from HUD elements.
– FIXED – Minor spacing and line-break text errors in menu and descriptions.
– FIXED – Collision audio for certain ceramic tiles is playing the sound of metal footsteps.
– FIXED – Multiple small clipping issues present on Operator uniforms.
– FIXED – Rooftop reinforcement notification is present even though the system is off.
– FIXED – The "Safety First" Core Challenge does not unlock in certain situations.

Kompletter Artikel: Y5S4.1 Patch Notes