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Y9S4.1 PATCH NOTES

Here you can find the fixes for the Y9S4.1 patch.

BUG FIXES
GAMEPLAY

FIXED – Squad leader is unable to select banned Operators in a Custom Lobby.

FIXED – Timer animation for recharging Gadgets will grey-out when the available Gadgets reaches zero.

FIXED – Context to toggle preview on or off is missing for Brava’s Kludge Drone Twitch’s Shock Drone guide.

FIXED – Blackbeard’s SR-25 clips through the H.U.L.L Adaptable Shield when viewed by an Opponent.

FIXED – Blackbeard’s H.U.L.L Adaptable Shield remains unequipped after performing a full reload in rappel.

FIXED – Aim Down Sight desync between first-person and third-person view when Blackbeard is selected as an Attacker.

FIXED – Task system is empty when selected for the first time through "Wait in Shooting Range" in Siege Cup or Matchmaking.

FIXED – Weapons appear to float behind the Operators in the Weapon Roulette session.

FIXED – Blackbeard doesn’t get pushed back when colliding with Oryx’s Remah Dash with his own dash ability.

FIXED – Blackbeard’s H.U.L.L Adaptable Shield can’t vault through Osa’s Talon-8 Clear Shield.

FIXED – Teammate sprint animation isn’t visible to the player in support.

FIXED – Hard Breach Charge is floating on Azami’s Kiba Barrier while being destroyed.

FIXED – Instead of sprinting, the Operator seems to walk faster in third-person view.

FIXED – Operator guides are accessed only by using D-pad in Match Replay.

LEVEL DESIGN

FIXED – Cubicle walls in 1F Open Area disappear when viewed from EXT Back Alley on the Bank map.

FIXED – Skybox is too dark on several maps.

OPERATORS

FIXED – Reload animation for Golden Gun is missing for Operators in the Golden Gun Arcade Mode.

FIXED – Skopós’s idle V10 Pantheon Shell doesn’t deploy its shield when spawned in 2F Penthouse on the Stadium Alpha map.

FIXED – Skopós’s Idle V10 Pantheon Shell doesn’t deploy its shield when spawned in 1F Piano Room on the Stadium Alpha map.

FIXED – Skopós’s Idle V10 Pantheon Shell doesn’t spawn properly in 2F Office on the Stadium Alpha map.

FIXED – Skopós’s Idle V10 Pantheon Shell spawns too close to the wall in 2F Lockers on the Stadium Alpha map.

USER EXPERIENCE

FIXED – Osa’s Talon-8 Clear Shield skin thumbnail is too large to be previewed in the Loadout section.

FIXED – Buck’s Elite uniform is not visible on screen previews when selected.

FIXED – Battle Pass Points total boost is at 30% on the After Action Report of Events.

FIXED – Status Change notification on Reputation Tile remains visible when leaving and entering Career tab.

FIXED – Ribbon for "EXPAND YOUR ROSTER" remains after operators have been purchased.

FIXED – Tile effect is missing for The Old Stock Weapon Skin in the Battle Pass.

FIXED – Buck’s Elite device skin is oversized in the details window for the Elite uniform.

FIXED – Blitz’s Elite shield skin is shown twice in the details window for the Elite uniform.

FIXED – Montagne’s Elite Shield Skin is shown twice in the details window for the Elite uniform.

FIXED – Negative or unusually high numbers appear for Battle Pass points after any PvP match.

FIXED – User is unable to open related bundle sets.

FIXED – Missing text on the "Custom Game" button in the main menu.

FIXED – Title and image are missing on Thorn’s Punk bundle modal.

FIXED – Title is missing on Sledge’s Strength bundle modal.

FIXED – Commendation Streak action isn’t given to players with Reputation Penalties.

FIXED – Players can’t see Reverse Friendly Fire icon for other players if they have their own Reverse Friendly Fire active.

FIXED – Disconnected players don’t receive abandon sanctions when a match is cancelled due to the missing player.

FIXED – Placeholders are present in several sections in the How it Works tab of the Reputation menu.

FIXED – Mouse scroll doesn’t work when hovering over item tile.

AUDIO

FIXED – Missing SFX for Blackbeard entering a window while H.U.L.L Adaptable Shield is equipped.

FIXED – Operators sprinting SFX and animation are the same when viewed by an opponent.

FIXED – Bomb SFX can be heard on loading screen before the prep phase.

Kompletter Artikel: Y9S4.1 PATCH NOTES

Y9S4 PATCH NOTES ADDENDUM

Here you can find the updates and fixes made over the course of the Y9S4 Season Test Server.

Y9S4 PATCH SIZE

Find the download sizes for each platform below.

  • Ubisoft Connect: 73.99 GB
  • Steam: 14.8 GB
  • Xbox One: 34.4 GB
  • Xbox Series X: 40.7 GB
  • PlayStation®4: 39.90 GB
  • PlayStation®5: 36.74 GB
Y9S4.0 PATCH
  • Shotguns ecosystem tweaks for PC and Console:
  • ADS Dispersion Cone Reduction: ITA12L, M590A1, M870, SG-CQB, FO-12, SASG-12.
  • Hip-Fire Dispersion Cone Reduction: ITA12L, M590A1, M870, SG-CQB, Supernova.
  • First Shot Reduced: M1014, SPAS12, Super 90, SASG-12.
  • Increased Vertical Recoil after first shot: M1014, SPAS12, Super 90.
WINDOW BLOCKER
  • To reduce toxicity and spawn peeking, players will no longer be allowed to navigate onto window ledges.
  • Vaulting and Hot-Breaching through windows will not be affected.
TEXTURE REFORGE
  • A texture reforge has been done which means players will be expecting a larger than usual Patch Size (between 30 and 40GB update).
BUG FIXES
GAMEPLAY

FIXED – Shield doesn’t lean with the Operator when holding a grenade when viewed as an Opponent.

FIXED – Blackbeard’s H.U.L.L. Adaptable Shield occasionally doesn’t block damage from throwable devices.

FIXED – Defender Bots leave the building when player picks Montagne.

FIXED – Barricades and objects behind them aren’t destroyed by Impact Grenades thrown underneath them in 2F White Stairs on the Kanal map.

FIXED – Defender Operator animation pauses briefly after being affected by Dokkaebi’s Logic Bomb.

FIXED – Goyo’s Volcán Canister floats in the air after destroying Azami’s Kiba Barrier if the canister is placed on the barrier.

FIXED – Operator change stance when existing Observation Tools.

FIXED – Sens’ R.O.U. Projector System VFX and SFX remains when destroyed while being held by Wamai’s MAG-NET System.

FIXED – Aiming down sights during free-look causes shaking animations.

FIXED – Hibana’s X-Kairos pellets stick to the metal frame of hatches and clip through.

FIXED – Dust VFX is missing in Third Person when using Sledge’s Breaching Hammer.

FIXED – Goyo loses points when detonating his Volcán Canister.

FIXED – Player can vault through a single barricade window by breaking part of the barricade and using melee on the frame twice in a row.

FIXED – Devices can’t be deployed on debris of a destroyed Deployable Shield.

FIXED – Players can clip through barricades by making a hole in the barricade and rappelling into the wall.

LEVEL DESIGN

FIXED – Luggage used as drone vent blockers are destructible and allow for line of sight when removed in 2F Master Bedroom on the Villa map.

FIXED – Attackers can shoot through drone vents due to clipping issues with fire extinguishers used as drone vent blockers in 1F Throne Room on the Theme Park map.

FIXED – Ying’s Candelas and Fuze’s Cluster Charges can be deployed through metal sheets in 2F Bedroom on the Oregon map.

FIXED – Skopós’s idle V10-Pantheon Shell spawns misaligned in 2F Cafeteria on the Yacht map

FIXED – Operators can navigate on top of the fence by vaulting on the white van at EXT Parking on the Clubhouse map.

FIXED – Thermite’s Exothermic Charge can’t destroy walls at EXT Gardens or EXT Front Balcony on the Emerald Plains map.

FIXED – Players can deploy drones to look through wall in 2F Yellow Stairs on the Consulate Map.

FIXED – Interaction lost for Valkyrie’s Black Eye when deployed on a printer that is destroyed on the Bank map.

FIXED – Skopós’s idle V10- Pantheon Shell spawns without a shield in 1F Meeting Hall on the Oregon map on Hostage game mode.

FIXED – Operators are able to navigate on top of a container by using Osa’s Talon-8 Shield at EXT Generator on the Nighthaven map.

FIXED -Rock texture isn’t applied properly in Escape Tunnel B on the Clubhouse map.

FIXED – Skopós’s idle V10-Pantheon Shell spawns without its shield in 2F Engine Control on the Yacht map.

FIXED – Skopós’s idle V10-Pantheon Shell spawns too close to the wall in 1F Lounge on the Emerald Plains map.

FIXED – Skopós’s idle V10-Pantheon Shell is misaligned and clipping with the shield and objective when spawning in B Garage on the Consulate map.

FIXED – Skopós’s idle V10-Pantheon Shell spawns without its shield in the 2F Kitchen on the Yacht map.

FIXED – Skopós’s idle V10-Pantheon Shell spawns without its shield in the 4F Cockpit and 4F Maps Room on the Yacht map.

OPERATORS

FIXED – Deimos’s arm animation is delayed when aiming down sight of the .44 Vendetta.

FIXED – Blackbeard’s H.U.L.L Adaptable Shield doesn’t lean with him after breaching a wall.

FIXED – Blackbeard’s MK17 reload cancel animation is not working properly.

FIXED – Blackbeard’s feet are twisted when breaching from rappel with H.U.L.L Adaptable Shield equipped.

FIXED – Hibana’s X-Kairos spins in her hand while she remains idle in the Operator section.

FIXED – Blackbeard’s H.U.L.L Adaptable Shield is present in his Guerilla Victory Celebration.

FIXED – Smoke VFX incorrectly displays when using Blackbeard’s H.U.L.L. Adaptable Shield breach.

FIXED – Frost VFX from Tubarão’s Zoto Canister applies to the scope twice when aiming the CSRX3000 inside the Zoto Canister area of effect.

FIXED – Skopós’s idle V10-Pantheon Shell spawns in T-Pose occasionally.

FIXED – Vertical Grip triggers standard magazine reload animation for Nomad’s Airjab Launcher.

FIXED – Unable to scan Operators for 3 to 4 seconds after Capitão’s Tactical Crossbow Smoke Dart dissipates.

FIXED – Nøkk’s HEL Presence Reduction VFX persist occasionally if she is eliminated while the effect is active.

FIXED – Operators can get stuck between a security cart and gun cabinet in the Aiming Lane on the Shooting Range map.

FIXED – Skopós’s V10-Pantheon Shell LED lights clip into the shoulder.

FIXED – Oryx can clip through walls to climb a hatch in another room.

FIXED – The LED indicators on Skopós’s active V10-Pantheon Shell aren’t affected by changes to team color settings.

FIXED – Text prompt is misaligned with the center of the screen when activating Deimos’ DeathMARK.

FIXED – Kapkan’s arm clips through barricades when deploying Entry Denial Device.

FIXED – Hibana’s X-Kairos pellets are red instead of white when equipped with the elite skin.

FIXED – Full reload animation plays instead of the gadget reload for Nomad’s Airjab on an ARX200 when the iron sight is equipped with any grip attached.

FIXED – Missing VFX for Sens’s R.O.U. Projector System if the projector is destroyed while deploying.

FIXED – Players can clip through the shield of Skopós’s idle V10- Pantheon Shell and take damage.

USER EXPERIENCE

FIXED – The status change notification is missing from the Reputation tile.

FIXED – Attackers enter into a T-pose when equipping Smoke Grenades.

FIXED – Skopós’s idle V10-Pantheon Shell blocks players from reinforcing walls from the same side.

FIXED – Skopós’s Idle V10-Pantheon Shell blocks players from barricading doorways from the same side.

FIXED – Ping input disappears from the HUD after exiting a damaged Bulletproof Camera.

FIXED – Mute’s Signal Disruptor reappears when viewed in Match Replay after being destroyed.

FIXED – Frost’s Welcome Mat body reappears when viewed in Match Replay after being destroyed.

FIXED – Thunderbird’s Kona Station reappears when viewed in Match Replay after being destroyed.

FIXED – The Hard Breach Charge reappears when viewed in Match Replay after being destroyed.

FIXED – Valkyrie’s Black Eye reappears when viewed in Match Replay after being destroyed.

FIXED – Claymore reappears when viewed in Match Replay after being destroyed.

FIXED – Thermite’s Exothermic Charge reappears when viewed in Match Replay after being destroyed.

FIXED – Smoke’s Remote Gas Grenade reappears when viewed in Match Replay after being destroyed.

FIXED – Several deployable devices reappear when viewed in Match Replay after being destroyed.

FIXED – Defenders see a drop in FPS when Attackers switch Operators.

FIXED – Retro Steel weapon skin appears on the equipped sight in the thumbnail for the .44 Mag Semi-Auto handgun.

FIXED – Blackbeard’s H.U.L.L. Adaptable Shield charm is positioned incorrectly in some situations.

FIXED – Operators leave a floating device on the map when viewed in Match Replay if they equip their device then swap back to their primary weapon.

FIXED – Operators have the outline of the opposing team in Spectator mode.

FIXED – Melee weapon clips into the Operator’s hand when viewed in Match Replay if they melee and then swap to their Unique Ability.

FIXED – Dropped defuser icon is missing in Spectator mode.

FIXED – Defuser icon in the overhead camera of Spectator mode is different than in the first-person point of view.

FIXED – Equipped weapon skin doesn’t update to default if the current equipped weapon skin is sold on the Marketplace.

FIXED – Dust particles floating in the air appear larger than intended.

FIXED – Reconnect button and banner appear while waiting for a match to begin in Siege Cup.

AUDIO

FIXED – Blackbeard’s sprint animation and corresponding SFX aren’t in sync when equipped with the MK17.

FIXED – Shooting SFX present when using Maverick’s Breaching Torch.

FIXED – Drone landing SFX triggers when previsualizing the jump trajectory.

KNOWN ISSUES

PC players can tell who is a Console player in their lobby. This and other areas where they can be identified are being addressed in Y9S4.1 patch.

Kompletter Artikel: Y9S4 PATCH NOTES ADDENDUM

R6 SIEGE | Operation Collision Point is live

Operation Collision Point is here, bringing exciting new features and improvements to Rainbow Six Siege. Let’s dive into what’s new in Year 9 Season 4:

Blackbeard’s Remaster

Blackbeard steps back into the spotlight as a more strategic and empowering operator. Equipped with a new adaptive Breach Shield, he can now create rotations by breaking soft walls while maintaining optimal cover both on foot and in rappel. This updated gadget enhances his versatility, allowing him to lead the charge as a powerful point man, creating opportunities for his team.

Cross-play for PC & Console

Cross-play now allows PC and console players to team up or compete seamlessly. This expansion increases matchmaking pools and reduces wait times.

Player Protection Upgrades

MouseTrap V2 enhances anti-cheat measures by targeting cheaters using input-spoofing devices. Matches detected with cheaters will now be instantly canceled, ensuring fair play for all.

Shield Adjustments

To improve balance, shields have been nerfed this season. Changes include a reduced bullet count for suppressing shields and a decrease in guard break intensity.

Kompletter Artikel: R6 SIEGE | Operation Collision Point is live

Y9S4 Designer's Notes

In this latest edition of Designer’s Notes, we’ll go into detail about the balancing changes that’ll come with the Y9S4 update and give you some insight into the reasons behind them.

BALANCING MATRIX AND TOP OPERATOR BANS
WIN DELTA VS. PRESENCE [PC]


WIN DELTA VS. PRESENCE [CONSOLE]


Please note that we are using presence to gauge the popularity of an Operator. This notion had to be introduced to reflect the implementation of the pick & ban.

Presence definition: pick rate of an Operator when not banned. Win Delta: The Win Delta is aggregated from Operator’s Win Deltas per Bomb Site.

OPERATOR BAN RATE [PC]


OPERATOR BAN RATE [CONSOLE]


OPERATOR BALANCING

BLACKBEARD

Blackbeard’s ability is designed to provide a defensive advantage while remaining lethal. Despite numerous adjustments to balance his ability, success has been limited. Currently, the Rifle Shield can withstand only 20 HP, making it unreliable for protection. This frustrates both Blackbeard and his opponents, as it can block a single headshot but leaves Blackbeard vulnerable.

To address this frustration, we decided to eliminate the Rifle Shield and introduce a completely new gadget. The Blackbeard Remaster aims to balance his defensive and offensive capabilities. Additionally, we want Blackbeard to contribute more than just killing potential to his team. Blackbeard’s new gadget is the H.U.L.L. Adaptable Shield. This shield functions like any other Ballistic Shield but with added features:

Rappel Shield: Blackbeard can change the shield’s shape to use it while rappelling.
Breaching Dash: Blackbeard can perform a short, powerful dash using the H.U.L.L. Adaptable Shield’s pneumatic system to breach Soft Walls, Barricades, Deployable Shields, Armor Panels, Talon Shields, and Kiba Barriers. After breaching, he will be concussed and slowed for a few seconds.
Big Guns: Blackbeard can use Primary Weapons (Mk-17 and SR-25) while wielding the Ballistic Shield. However, he cannot hip fire like other shield operators and will expose his upper body when aiming and reloading.
[/list]

We’ve aligned this new gadget with some changes to the Operator Balance aiming to compensate for his new fast breaching capabilities. Blackbeard will now move slower, as a 1 Speed / 3 Armor Operator. He no longer has access to the D-50, and the Stun grenades have been removed.

We want Blackbeard to fulfill two main roles. As a Rappel Master, he should be able to sit comfortably on rappel behind his shield, watching the enemy and gathering intel. Additionally, he can now use the H.U.L.L. Adaptable Shield’s breaching capabilities to push forward, hunt roamers with the team, and secure a path for the rest of the team.

BASE STATS
  • Armor: 3
  • Speed: 1
H.U.L.L. ADAPTABLE SHIELD
  • Breaching Ability
    • Max. resources: 4 Charges.
    • 8 seconds Cooldown between use.
LOADOUT
  • H.U.L.L. Adaptable Shield
  • Primary weapons:
    • Mk-17
      • Damage increased to 44 (was 40)
      • Magazine Size increased to 25 (was 20)
      • Total ammunition increased to 226 (was 181)
    • SR-25
  • Gadgets: Frag Grenades, Claymores.
MONTAGNE

The new fix we implemented for Ballistic Shield’s guard break (more details below) made Montagne too vulnerable with the current configuration. The accumulative guard break strength allowed a single defender to take him down too easily. To address this, we have reduced the opening caused by a single melee attack. However, it’s important to note that the overall opening a defender can create is now larger. Previously, with the third melee, the strength would be 40%, but with the new fix, it will be approximately 60%.

Montagne must be smart when facing multiple defenders because if they collaborate, he won’t be able to hold them anymore.

LE ROC SHIELD
  • Guard break animation strength when melee’d reduced to 20% (from 40%).
SENS

The new ability to turn the R.O.U. Projectors on and off will introduce a fresh layer of strategy when using Sens. This enhancement will make Sens’ gameplay more dynamic, granting greater control over the gadget to precisely manage lines of sight. Defenders will need to exercise more caution when moving around, as the wall can disappear at any moment. Additionally, the projector’s battery depletes only when the wall is active. Sens will have ample time to plan and deploy all the projectors without rushing, allowing for precise placement.

To limit chaos and minimize potential mistakes, we have also reduced the number of projectors deployed per system. Additionally, we have shortened the distance at which the light wall starts to blind operators when they are too close. This adjustment makes it more comfortable for attackers to move around and less punishing for defenders who choose to take the risk of passing through.

We have enhanced the light walls to be resistant to Thermal View devices such as Glaz, Warden, Evil Eyes, and Bulletproof Cameras. This improvement will differentiate the R.O.U. Projectors from regular Smoke Grenades, making Sens the preferred choice for smoke-plants.

R.O.U. PROJECTOR SYSTEM
  • New Switch Ability Mode to turn On and Off the projectors.
  • The projectors’ battery only depletes while the walls are On.
  • Reduced number of projectors to 7 (from 10).
  • Reduced distance in which the wall starts to block vision to 0.75 meters (from 1.15),
  • Thermal View gadgets cannot see through the Wall.

THUNDERBIRD

The Kóna Station will now not only provide a flat heal but also grant a Health Regeneration buff to the target. This enhancement aims to make each station more valuable for sustaining teammates through the round. With this change, Thunderbird can distribute her resources more effectively, as a single station will be capable of bringing operators back to full health. However, this buff will disappear immediately upon taking damage or reaching full health, encouraging player to use it wisely and stay out of danger to maximize its benefits.

Additionally, the inclusion of the ITA12S will offer more flexibility to her loadout, allowing for the creation of new lines of sight for the stations to function without significantly compromising firepower.

KÓNA STATION
  • Added new Health Regeneration buff.
  • Regeneration speed: 2hp per second.
  • Buff end conditions: Receive damage or reach 100% health.
LOADOUT
  • Secondary weapons: Added ITA12S
YING

Ying has always been one of the more frustrating operators to face, so we have decided to make some adjustments to her Candela. We have removed the insta-trigger option to provide defenders with more opportunities to counteract it. This change allows defenders to make rapid tactical decisions, keeping the gameplay engaging and ensuring that both attackers and defenders have meaningful choices to make.

Defenders can now use the brief delay before the Candela detonates to move to safer positions and avoid the full impact. This should make the gameplay more dynamic, rewarding quick thinking and movement.

The additional delay also gives defenders a chance to potentially destroy the Candela. This interaction encourages defenders to stay alert and actively engage with Ying’s gadget, rather than passively waiting for the effect to go off.

Moreover, the need to time the Candela correctly will highlight player skill. An insta-trigger setting reduced the skill ceiling, making it easier but less rewarding. Additionally, the extra time and audio feedback will hep teammates coordinate better and avoid being caught off guard by an unexpected Candela.

CANDELA
  • Rolling distance:
    • 0 charges: 10 meters
    • 1 charge: 7.5 meters
    • 2 charges: 5 meters (from 2.6)
    • 3 charges: 2.5 meters (from 0)
  • Piercing time:
    • 0-1 charges: 3 seconds
    • 2 charges: 2 second
    • 3 charges: 1 seconds
GADGET BALANCING
STUN GRENADES

Reducing the number of Stun Grenades helps minimize the overwhelming effect where defenders are frequently bombarded with flashes, leading to a less enjoyable experience. Overuse of Stun Grenades can create a chaotic environment, overshadowing skill and strategy with volume of utility use. This can make the game feel less tactical and more about who can throw the most grenades rather than who can outsmart and outplay their opponents.

By limiting the availability of Stun Grenades, we aim to encourage more skill-based engagements and strategic play. This change enhances the effectiveness of projectile catchers like Jäger and Wamai. With fewer projectiles in play, they can use their gadgets more efficiently, allowing defenders to maintain control over important areas for longer periods and protect crucial utility without the fear of their gadgets being exhausted too quickly.

We believe that holding a strong position is generally more efficient than peeking outside of the building, and this change should allow defenders to do so more comfortably. Defenders should utilize their utility and the environment to their advantages, reducing the chances of being eliminated too early in the round. This approach also supports better team coordination, allowing defenders to cover each other’s angles, set up crossfires, and use their gadgets more effectively, which is crucial for maintaining control over key areas and objectives.

BASE STATS
  • Max. number: Reduced to 2 gadgets per operator (from 3).
OPERATORS AFFECTED
  • Amaru
  • Buck
  • Dokkaebi
  • Finka
  • Flores
  • Hibana
  • Lion
  • Maverick
  • Nomad
  • Ram
  • Sledge
  • Striker
  • Thermite
WEAPON BALANCING
BALLISTIC SHIELDS

The Suppressive Fire mechanism is intended to prevent and interrupt shield’s sprinting ability, assisting defenders in stopping aggressive players and giving them time to reposition or seek for help. However, we have observed that the system is not being used as frequently as we expected. This could be because defenders find it difficult to recognize when the effect is active, making it hard to judge if shooting at the shield is worthwhile.

To address this issue, we have reduced the number of bullets required to trigger the effect, ensuring that all the gameplay consequences of being suppressed are easier to apply. Additionally, we have adjusted the number of bullets needed to reach maximum intensity, making the effect last longer. Please note that high-caliber weapons will require fewer bullets.

Furthermore, we are also looking to refine the abilities, specifically the melee attack. In its current form, it encourages shielded players to play more aggressively than intended. The new animation and damage make it the most effective way to take down targets. However, the initial intention was for it to create an opening for a teammate or the player’s handgun -exposing himself- to secure the kill.

Therefore, we have decided to completely remove the damage from the melee attack. This change aims to eliminate the ability to be overly aggressive and increases the risk of being too close to a defender.

Additionally, we have resolved several issues impacting their power level. The guard break animation now functions as a stun, meaning the shielded operator is unable to do anything until the guard break animation ends. This makes the shielded operator vulnerable until the animation completes, and its duration and intensity can be increased by chaining multiple hits to the shield. Finally, we have also refined the melee range checks, so the battle will be fairer.

MELEE
  • Damage reduced to 0hp (from 65).
SUPPRESSIVE FIRE
  • Reduced number of bullets required to trigger the effect to 5 (from 10).
  • Reduced number of bullets required to reach its maximum intensity to 20 (from 40).
GUARD BREAK
  • Consecutive guard breaks can stack to increase the opening (instead of being ignored if the animation was already playing).
OPERATORS AFFECTED
  • Blackbeard
  • Blitz
  • Clash
  • Fuze
  • Montagne
SHOTGUNS

We are reviewing the performance and balance of the shotgun ecosystem. Our goal is to enhance the viability and comfort of certain semiautomatic shotguns. For example, the M1014 is currently difficult to control after the first shots, and we aim to address this. Semiautomatic weapons will now be easier to use and more powerful.

In this revision, we will also improve pump shotguns and automatics by tightening their dispersion cones. We’ve set them at a midpoint between their current state and the improvement previously granted by old laser attachments.

Some shotguns are already performing well, like the Supernova or SPAS-15, so we have decided not to make significant changes to them. This set of changes should bring the underperforming shotguns closer to the ones players already favor.

BASE STATS
  • ADS Dispersion Cone Reduction
    • ITA12L
    • M590A1
    • M870
    • SG-CQB
    • FO-12
    • SASG-12
  • Hip-Fire Dispersion Cone Reduction
    • ITA12L
    • M590A1
    • M870
    • SG-CQB
    • Supernova
RECOIL – PC & CONSOLE
  • First Shot Reduced
    • M1014
    • SPAS12
    • Super 90
    • SASG-12
  • Increased Vertical Recoil after first shot
    • M1014
    • SPAS12
    • Super 90
Y9S3 RANK DISTRIBUTION


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Kompletter Artikel: Y9S4 Designer's Notes

R6 SIEGE | Y9S4 Reveal: Operation Collision Point

This season brings exciting new features to Rainbow Six Siege, including crossplay between PC and console, strengthened player protection with the Cheater Match Cancellation system and Mousetrap V2, balancing update for shields, a remaster of Blackbeard and the full release of the Siege Cup tournament.

Kompletter Artikel: R6 SIEGE | Y9S4 Reveal: Operation Collision Point

Y9S3 MID-SEASON ROADMAP UPDATE

Each season, we provide a Roadmap update to offer further insights into the development of upcoming features to ensure transparent communication with all players. Each update and decision we make takes into account various elements such as player feedback, time allocated to ensure the quality of the features delivered, and more.

With that in mind let’s delve into this Mid-Season Roadmap Update!

ROADMAP UPDATES

[NEW] [BALANCING] SHIELD NERF
  • Status: Confirmed for Y9S4

The revamped shield mechanic was first released in Y9S1 and since then we’ve seen an evolution in their overall usage, becoming more relevant and impactful. It’s now time for shields to be adjusted and to reduce their oppressiveness.

[NEW] [PLAYER COMFORT] PHANTOM PLAYER – IMPROVED LOBBY BALANCING
  • Status: Confirmed for Y9S4

Phantom Player is coming to enhance the experience of all players. In a nutshell, the Phantom Player is a mathematical value, a ”6th player”, which will bring an extra layer of balancing to matchmaking. Concretely, the Phantom Player sees the skill disparity between players of a stack and adds the appropriate skill value to even out the matches depending on the number of players within this stack.

[MAJOR FEATURES] CONSOLE TO PC CROSSPLAY 1.0 + MOUSETRAP IMPLEMENTATION
  • Status: Confirmed for Y9S4

Console to PC Crossplay will enable PC and console to play together. This will work by allowing console players to join their PC friends, opting into the PC matchmaking pool. In Y9S4 MouseTrap will also force confirmed mouse and keyboard console players into PC matchmaking, with PC recoil values.

[MAJOR FEATURES] CHEATER MATCH CANCELLATION
  • Status: Confirmed for Y9S4

With Cheater Match Cancellation, once a cheater is confirmed and consequently banned, the match they are in will be automatically cancelled. This will lead to less time being spent by honest players in unfair matches, while ensuring that the legitimate players in these matches aren’t incurring abandonment penalties or unjust Ranked losses.

[MAJOR FEATURE] SIEGE CUP (BETA) – ALL PLATFORMS
  • Status: Confirmed for Y9S4

The Siege Cup will provide a highly competitive experience on both PC and console, while remaining in its Beta phase to allow further testing. For more information, check out our {LINK REMOVED}FAQ.

[BALANCING] YING, SENS, & THUNDERBIRD
  • Status: Confirmed for Y9S4

YING: Introducing a tweak to Ying aimed at reducing defender frustration.
SENS: An update for Sens will expand the opportunities for more strategic plays.
THUNDERBIRD: An adjustment for Thunderbird will help make her a more valuable asset for the team.

[PLAYER PROTECTION] AI CHAT MODERATION
  • Status: Confirmed for Y9S4

AI will analyze and moderate all text chat messages in real-time, resulting in problematic messages being flagged or removed. Your messages will have an impact on your Reputation Standing, whether they are censored, flagged, or positive.

[PLAYER PROTECTION] REPUTATION SYSTEM REFRESH
  • Status: Confirmed for Y9S4

This update will feel different from the Reputation System you know. We are actively working on the refreshed Reputation System for Y9S4 and are in the balancing stages right now, ensuring that the actions we’re tracking have a meaningful and fair impact.

[PLAYER COMFORT] DYNAMIC MATCHMAKING 1.0
  • Status: Delayed to Y10

A dynamic matchmaking feature for improved server allocation based on a broader set of players’ data. This feature has been delayed allowing our Playlist team to focus their resources on Phantom Player, which is now coming earlier than was originally planned.

FULL REVEAL

Stay tuned for the Operation Collision Point reveal coming up on Sunday, NOVEMBER 17TH, at 11AM PT / 2PM ET / 8PM CET.

Join the discussion on {LINK REMOVED}Twitter, {LINK REMOVED}Instagram, {LINK REMOVED}Reddit, {LINK REMOVED}Discord,{LINK REMOVED}Facebook, and {LINK REMOVED}TikTok.

Check out the {LINK REMOVED}public Roadmap for more information on the changes coming your way!

Kompletter Artikel: Y9S3 MID-SEASON ROADMAP UPDATE

R6 ESPORTS | Montreal Major

The best R6 players in the world square off in Montreal November 7-17, and you can predict[http//%26quot%3Bhttps] who will hoist the trophy and who gets eliminated along the way. Who’s winning it all? The best team? The hottest? The craziest? The sooner you shoot your shot, the bigger your chance to win the biggest rewards.

Twitch Drops


Twitch Drops will be available throughout the tournament! The offers swap out after each phase, so be sure to tune in regularly[http//%26quot%3Bhttps] and link your Ubisoft account[http//%26quot%3Bhttps] to keep receiving them.

Kompletter Artikel: R6 ESPORTS | Montreal Major

PLAYER PROTECTION UPDATE – OCTOBER 2024

Today we’ll be sharing updates on some of the developments we’re making on our Anti-Cheat systems. We’ve also got updates covering Anti-Toxicity, including some info on changes that we’ve already rolled out.

IN THIS UPDATE

ANTI-CHEAT

  • Current Status
  • Encryption – Binary Hardening
  • MouseTrap
  • Detection Performance
  • MouseTrap PC Matchmaking
  • QB System
  • Ban Data

ANTI-TOXICITY

  • Reputation System Refresh Update
  • How It Will Work
  • Automated Text Chat Moderation
  • Unfair Abandonment Penalties
  • Teamkill Kick Deactivation
  • DBNO RFF Deactivation
  • Privacy Mode Nickname Acceptance
  • Next Steps

CURRENT STATUS

The topic of cheating remains at the forefront for us here on the Rainbow Six Siege team. We’re aware that cheating continues to affect high ranked players in most cases, however with the launch of Y9S3 seeing a decrease in cheating overall compared to S2, we know that we’re finding the results needed to provide safer matches, more often. Below, we have updates on some of the topics we’re working on, but not all; it’s crucial that we’re not giving any information away that could benefit cheaters.

ENCRYPTION – BINARY HARDENING
  • Reminder: Binary hardening is the act of using encryption and hardening techniques to update the game code base and enhance security, and we’ve continued to deploy these updates to the game with each patch.

The launch of Y9S3 was a step forward in our efforts against cheating, with cheats being down for nearly an entire week. We can see that this was also felt by players, as we measured a stark decrease in cheater reports being submitted. Cheats are adapted over time however, and so while this was temporary, it does demonstrate that our hardening measures are having a meaningful impact in delaying the return of cheats. Previously, we also saw success in Season 2, when a security update resulted in a shorter delay to cheats coming back online.

While this is an ongoing challenge, the delays we’ve seen are encouraging and to this end we’ve implemented further security fixes ready for Siege Cup, to help us maintain a fair and competitive environment, which is a top priority for us. We will keep pushing hardening updates throughout Y9S3 and of course, beyond. As we progress further, we’ll continue to share our findings with you.

MOUSETRAP – MOUSE & KEYBOARD DETECTION ON CONSOLE

Reminder: MouseTrap is our console Anti-Cheat which works to detect devices that enable the use of mouse and keyboard.

MOUSETRAP – DETECTION PERFORMANCE

We’ve recently released an update to MouseTrap which has resulted in both an increase in detection performance and a reduction in false positives. As well as this, we’re now completing tests for devices that aren’t yet being recognized.

MOUSETRAP – PC MATCHMAKING

Since spoofing devices and controllers can be matched together, it’s clear that frustration has remained. While working to release PC-Console Crossplay, which is coming in Y9S4, we’ve also been on track with its implementation into MouseTrap, which will force confirmed MnK users into PC matchmaking while automatically switching to the PC recoil values. We’ll share more on this during the Season 4 reveal.

QB SYSTEM
  • Reminder: The QB System is one of our custom-built Anti-Cheat solutions designed to reinforce hardening by distributing different game executables to players while preventing tempering.

Our top priority is ensuring the QB System stays robust in the fight against cheaters and cheat developers. Right now, our team is testing the next QB System Expansion prototype, and we’ll provide more details soon about how this will impact players.

BANS – DATA BANS + BATTLEYE
BAN NUMBERS

Before moving to Anti-Toxicity below, here’s an updated view on our 2024 ban data, including new data for July, August, and September:

—–

REPUTATION SYSTEM REFRESH – UPDATE

We are actively working on the refreshed Reputation System for Y9S4 and are in the balancing stages right now, ensuring that the actions we’re tracking have a meaningful and fair impact. The focus of this system is to fulfil and stay true to our core pillars: transparency, understandability, and clarity. We know the system is already very complex, and we want to be sure to control its fairness before adding additional parameters, and so our mindset for this refresh is to "do less but do better", resulting in a system that’s easier to understand and interact with.

HOW IT WILL WORK

This new system will feel different from the one you know, as we will be watching for negativity first, then positivity. Toxicity on its own will lead to a negative Standing, and positive behavior with minimal negativity will lead to a Standing of Exemplary. It’s only in cases where a player is highly toxic over a number of matches that drastic Standing drops should be seen. Below are some extra details on the parameters, for full transparency of how the system will work:

  • ACTIVE PLAYLISTS: Ranked, Standard and Quick Match (leaving a Quick Match will not impact Standing).
  • REPORTS: Unverified reports will NOT have an effect on your Standing, only YOUR actions will.
  • PENALTIES: Reverse Friendly Fire (RFF) and Abandonment Penalties will continue to be handled in the same way.
  • COMMUNICATION: Negative communication-related actions will cause a player to be automatically muted for a predetermined number of matches.
  • UI: We are redesigning the Reputation Center to further provide all information related to Standings and any problematic behaviors.
  • STANDING IMPACTS: Impacts based on your Standing alone will only go live once the Reputation System leaves BETA.

WHEN WILL THE SYSTEM LEAVE BETA?

We have no estimated time for this, but it will only happen after Y9S4.

AUTOMATED TEXT CHAT MODERATION

In Y9S4, your in-game messages could be flagged or removed according to our acceptance threshold and we are currently balancing the automated detection to make it as fair as possible.

What will the threshold be? If you’re unsure, ask yourself, "is this something I’d feel comfortable saying in a room with 9 other people that I don’t know?". If it’s something that’s going to clash with that, then the chances are it could be flagged or removed. Remember though, your messages can also have a positive impact, so you can affect your Standing this way too!

UNFAIR ABANDONMENT PENALTIES

Receiving an abandonment penalty due to a game crash or disconnection can be frustrating, and so we’ve been working on the way we detect abandonments and game crashes, so that players in these situations receive fewer penalties overall. Detecting the difference between a real game crash and or an intended disconnection (a player purposefully forcing the game to close or lose connection) is a complex technical challenge, and we’re constantly making improvements in this area. Of course, we’re aware that these systems can often be used for abuse and so such changes are deployed tentatively. We are finding success in helping players however, as we were able to reduce the number of unfair abandonment penalties by two thirds with our latest update.

TEAMKILL KICK DEACTIVATION

Getting kicked from a match when multiple teamkills occur was deactivated in Y9S2, due to the feature being exploited. The deactivation worked as planned; we monitored teamkilling rates after this change and we’ve listened to your feedback throughout.

If you were concerned about a teamkilling increase: since the auto kick was deactivated, we’ve observed the following:

  • Quick match: +0.6% of rounds impacted by at least one teamkill.
  • Standard: +0.5% of rounds impacted by at least one teamkill.
  • Ranked: +0.3% of rounds impacted by at least one teamkill.

To summarise, since the change was made, we’ve only seen a minor increase in teamkilling. It is still an increase though, and so we’re not resting on these stats. We have future initiatives which are focused on decreasing these numbers.

DOWN BUT NOT OUT (DBNO) REVERSE FRIENDLY FIRE (RFF) DEACTIVATION:

This season, we deactivated a trigger which would result in the removal of RFF after reviving a teammate who was DBNO. As with the Teamkill Kick Deactivation, this removal comes after a clear pattern of abuse, where players were intentionally downing a teammate with the aim of reviving them right after. The RFF activation box is now triggered for the teammate when you down them.

PRIVACY MODE: NICKNAME ACCEPTANCE

We know that many of you love Privacy Mode, but we’re also aware that some players use this feature as a tool for abuse, using offensive and unacceptable names. At the beginning of Y9S3, we updated our validation of nicknames making it much more robust, and this resulted in 12% of all nicknames in use at the time being removed from the game and reset to "Recruit". We’ll be providing more updates to our validation in the future as necessary.

NEXT STEPS

We’ll continue to provide updates on Anti-Toxicity and the Reputation System as we move forward. At this stage we’re confident that our upcoming updates and features are going to improve the experience for a lot of players, but your feedback remains crucial. We can’t wait to get many of our updates to you in-game, next season.

Kompletter Artikel: PLAYER PROTECTION UPDATE – OCTOBER 2024

Y9S3.3 PATCH NOTES

Here you can find the fixes and balancing changes for the Y9S3.3 patch.

Y9S3.3 PATCH SIZE

Find the download sizes for each platform below.

  • Ubisoft Connect: 1.04GB
  • Steam: 301.3MB
  • Xbox One: 898.77 MB
  • Xbox Series X: 1.12GB
  • PlayStation®4: 1.439 GB
  • PlayStation®5: 920 MB
OPERATOR BALANCING
IANA
  • Reduced hologram cooldown when destroyed to 20 seconds (from 30).
JACKAL
  • Removed distortion caused by bullets.
KALI
  • Added Smoke Grenades.
MOZZIE
  • Increased Pests to 4 (from 3).
  • Added Impact Grenades.
ZERO
  • Increased Argus cameras to 6 (from 4).
ZOFIA
  • Removed Breach Charges.
  • Added Hard Breach Charges.
WEAPON BALANCING
CSRX-300
  • Reduced bullet trail duration and size.
BUG FIXES
GAMEPLAY

FIXED – UI element that lets a team know they’re moving into the lower bracket of Siege Cup says "unknown" instead.

FIXED – A player watching a match is unable to access text chat.

FIXED – Siege Cup banner says "Waiting for others to join" despite being paired against an enemy team.

FIXED – Caster card placement differs when spectating certain Custom Game presets.

FIXED – Devices briefly reactivate when picked up despite being affected by an EMP.

FIXED – "!!Missing Timer" text present in the AAR screen.

FIXED – The More Info section of Siege Cup has incorrect information about the registration requirements.

FIXED – Some Siege Cup players’ games do not start, and those players remain with the ribbon stating: "NEXT MATCH IN Starting Soon".

OPERATORS

FIXED – Skopós’s idle V10-Pantheon Shells spawns without a shield at 2F Executive Office in the Plane map.

USER EXPERIENCE

FIXED – Redeem button is missing from the Bravo Collection with a Bravo Pack Ticket.

FIXED – Marketplace is missing the thumbnail for the Crushing Canes skin for Montagne’s Le Roc shield.

Kompletter Artikel: Y9S3.3 PATCH NOTES

R6 SIEGE | Doktor's Curse 5

Horror awaits you

From October 16 to November 6, Doktor’s Curse returns for its fifth terrifying night. In the darkness of Doktor’s Castle, hunters track down fearsome monsters, but this time, the creatures won’t be the only ones hiding in the shadows. Prepare to face your worst nightmares in this sinister game of hide-and-seek!

Danger lurks in the dark

A 5v5 asymmetrical showdown! As a Hunter, your mission is clear: track down and eliminate every Monster hiding in Doktor’s Castle using only a Breaching Hammer and tracking devices. But beware, Monsters have traps, the ability to rush for increased speed, and the Nightstride ability to turn invisible. Monsters win if they survive until the end of the round, while Hunters must eliminate them all before time runs out.

Doktor’s Curse 5 takes place exclusively on a night-time version of Doktor’s Castle, a twisted take on the classic Theme Park map, now resembling a haunted fortress. The darkness is key, making it a fast-paced, fear-filled event with no room for idling.

In addition to previous Operators, this edition introduces new Hunters and Monsters, including Deimos and Zofia as Hunters and Fenrir as a Monster.

Doktor’s Haunted Wardrobe

The new Doktor’s Curse Collection introduces special limited-time bundles for Deimos, Zofia and Fenrir which include uniforms, headgears, weapon skins, and more. In addition, Doktor’s Curse bundles for Jackal, Frost, Lesion and Aruni are spookier than ever in their new Variants style. You can also get Collection packs for 300 R6 Credits (12,500 Renown) each, and if you connect to the game during the event, you will receive one Collection pack for free, plus additional ones and a full bundle for Kapkan when completing weekly challenges.

<a href="https://rainbow6.com/doktors-curse">Shop the collection on the web</a> or find them in the Highlights section in-game.

Collectors rewarded

If you collect all 3 new bundles, as well as the 4 new Variants ones, you will be rewarded with a unique limited-time gift: the C8-SFW Doktor’s Curse Memento animated weapon skin for Buck!

To Hunters, happy hunting! To Monsters, good luck…

Kompletter Artikel: R6 SIEGE | Doktor's Curse 5