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Vulkan API Testing on Live PC

We’re excited to announce that in patch 4.3 we’ll be testing our first release of Vulkan to live on PC in patch 4.3.

To launch Rainbow Six Siege on Vulkan, please select the appropriate play button when launching the game on PC. You will be able to select either DirectX 11 or Vulkan on your launchers.

WHY VULKAN

The Vulkan API provides advantages over DirectX 11 that can help Rainbow Six Siege improve performance on a number of levels.

In brief, the Vulkan API will enable us to make improvements on workload through Dynamic Texture Indexing to reduce CPU cost, and Dynamic Resolution and AsyncCompute to reduce GPU cost. These features are already used on consoles, and the Vulkan API will allow us to do the same for PC.
By combining all these features, we can optimize both the GPU and CPU cost of rendering.

For those interested in the technical details, you can find a more in-depth explanation of these features and the advantages they bring to the PC version below. To ensure proper performance for Vulkan, be sure to read our IMPORTANT NOTES section.

VULKAN, DIRECTX 11 AND APIs

Vulkan and DirectX 11 are Graphics Application Programming Interfaces, known as Graphics APIs. They act as a communication medium between Rainbow Six Siege (and other games) and a player’s Graphics Processing Unit also known as GPU.

In games and other graphics-intensive applications, both the CPU and GPU run in parallel and a player’s maximum frame-rate when playing is determined by the slower of the two, which varies depending on hardware. Players have some limited ability to control frame-rate by changing their graphics settings to improve their GPU workload, but the bottom-line is that performance is still limited by either their CPU or GPU.

Here is where the APIs make a difference: The right API can offer features that allow us to enhance workloads and performance. Some APIs such as Vulkan are also much closer to the bare metal hardware and therefore require less CPU usage. In short, they allow the programmer more flexibility, at the cost of additional coding complexity.

Rainbow Six Siege currently uses the DirectX 11 API which was released more than 10 years ago. While it still delivers great performance, the graphics driver requires significant amounts of CPU processing. Moreover, some features supported by modern GPUs are not compatible with older APIs such as DirectX 11. (We also evaluated DirectX 12, but our internal tests show better CPU performance under Vulkan.)

Vulkan offers benefits that we can take advantage of that will help to reduce CPU and GPU cost, as well as support for more modern features that can open the door to exciting new things in the future.

TESTING VULKAN FOR RAINBOW SIX SIEGE

Although we’ve conducted extensive internal validations and spent time gathering diagnostics from our Vulkan implementations on the Test Server, the biggest test of Vulkan will be its performance for our players on the live PC servers.

In 4.3, we will move forward to test Vulkan on live for PC. This is to test Vulkan against a broader variety of hardware and a larger population of players to help us ensure that overall stability with Vulkan is just as good or better than before. Please keep in mind that as we are still in the process of tweaking and testing Vulkan for Rainbow Six Siege, some players may see no change or potentially decreased performance with the initial live release. As we continue to move forward with Vulkan, the goal is to optimize Vulkan to improve graphics performance for our players.

Summary

The Vulkan API provides advantages over DirectX 11 that can help Rainbow Six Siege improve graphical performance. Moreover, Vulkan as a newer API has benefits that will help to reduce CPU and GPU cost, as well as support for more modern features that can open the door to more new and exciting things in the future. With patch 4.3, we’ll be releasing Vulkan to live for PC for broader testing.

To launch Rainbow Six Siege on Vulkan, please select the appropriate play button when launching the game on PC. You will be able to select either DirectX 11 or Vulkan on your launchers.

Don’t forget, UPDATE YOUR GRAPHICS DRIVERS! For best results: Nvidia update 441.87, AMD update 20.1.4, Intel update 26.20.100.7372.

GETTING TECHNICAL

Vulkan is an API that is designed to work closer to the hardware level.
By using the Vulkan API, Siege can take advantage of three modern features to improve workload performance:
– Dynamic Texture Indexing (also known as bindless rendering)
– Render Target Aliasing
– Async Compute

Dynamic Texture Indexing (also known as bindless rendering)

WHAT IT DOES:
Dynamic Texture Indexing helps us reduce CPU overhead by issuing fewer draw calls
(a call to the graphics API to draw an object that will appear on screen). This is accomplished by having the GPU dynamically select the texture used in the shader, instead of binding it by using the CPU. The result is less pressure on the driver, and the freed CPU cycles can then translate into better CPU performance overall.

EXPECTED RESULT:
With Vulkan and dynamic texture indexing, players who are CPU-bound should see better and more consistent frame rates.

Render Target Aliasing & Dynamic Render Scaling

WHAT IT DOES:
Render Target Aliasing will allow us to implement dynamic render scaling for PC which dynamically adjusts the scaling ratio depending on the GPU workload. Players can choose a target frame rate, and the game will automatically adjust the render resolution to reach that target, resulting in more consistent frame rates for GPU-bound players.

EXPECTED RESULT:
Since launch, Siege has made use of various render scaling methods with TAA antialiasing techniques. PC players can independently set their game resolution and their display resolution – this allows us to then render objects at a lower resolution and afterwards temporally upscale them to the set display resolution. Temporal upscaling is a high quality upscaling method that offers high quality antialiasing with very low blurring, and has the added benefit of improving performance.

With the addition of dynamic render scaling optimization working alongside TAA antialiasing, we hope to improve frame-rate and consistency for GPU-bound players.

Async Compute

WHAT IT DOES:
AsyncCompute is a hardware capability that allows us to execute tasks in parallel on the GPU, thus providing more tools and opportunities for better and improved optimization. Since the launch of Siege on consoles, we have been able to utilize AsyncCompute for console players to optimize graphics techniques such as Ambient Occlusion or ScreenSpace Reflection. Graphics Cards previously supported AsyncCompute, however the DX11 API did not allow us to utilize it. With Vulkan it is now possible to do so.

IMPORTANT NOTES

Graphics drivers:
UPDATE YOUR GRAPHICS DRIVERS. (Nvidia update 441.87, AMD update 20.1.4, Intel update 26.20.100.7372). In the past few months, we’ve worked closely with Nvidia, AMD and Intel to optimize driver performance in Siege. To get the best performance, please make sure to install the latest drivers (you will receive a warning if your drivers are out of date).

Hardware support:
Unfortunately, some older hardware is not supported under Vulkan.

  • On Nvidia, Vulkan is supported starting with the Kepler series (GTX 6 series). So Kepler, Maxwell, Pascal and Turing-based GPUs are supported. Any Nvidia GPUs after 2012 should be supported. (List of Nvidia GPUs[en.wikipedia.org])
  • On AMD, Vulkan is supported starting with GCN1 (Radeon HD 77XX series). Any AMD GPUs after 2012 should be supported. (List of AMD GPUs[en.wikipedia.org])
  • On Intel, Vulkan is supported starting with Gen9 (mostly Core IX-6XXX, Intel HD Graphic 5XX). Any Intel GPUs after 2015 should be supported. (List of Intel GPUs[en.wikipedia.org])

GPU memory oversubscription (requesting more GPU memory than available):
One of the advantages of DirectX 11 drivers is that they are very good at handling GPU memory oversubscription. With Vulkan, oversubscription can trigger stuttering and potentially crashes. Due to this, to ensure a smooth experience, players will need to pay attention to the estimated memory consumption in the graphics settings menu. We also display a warning message whenever we detect that oversubscription is occurring. To prevent this, players should try to reduce the texture quality and/or the resolution of the game, which are the biggest factors leading to oversubscription.

We encourage players in our PC community to try launching the game with Vulkan so our test results can be as reflective of our PC population as possible.

Kompletter Artikel: Vulkan API Testing on Live PC

Y4S4.3 DESIGNER'S NOTES: MID-SEASON

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

WIN DELTA VS. PRESENCE


Please note that we are using presence to gauge the popularity of an operator. This notion had to be introduced to reflect the implementation of the pick & ban. Presence definition: “pick rate of an Operator when not banned.” Win Delta: The Win Delta is aggregated from Operator’s Win Deltas per map. We usually compute it per map and per bomb site for more precision. However, we have faced some data gathering issues related to bomb site statistics. A definitive fix is in progress, in the mean time keep in mind that these graphs are computed only through Win Delta per map. There could be minor variations for Operators being particularly impacted by the bomb site selection.

OPERATOR BAN RATE


UPCOMING CHANGES

AIM DOWN SIGHT INCREASE
  • ADS time increased for all weapons classes.
  • Assault rifles: from 0.30s to 0.40s
  • DMRs: from 0.30s up to 0.40s (OTs-03 Incl.)
  • SMGs: from 0.20s up to 0.30s
  • LMGs: from 0.40s up to 0.45s
  • Pistol: 0.10s up to 0.20s
  • SMG in secondary slots: 0.10s up to 0.35s*
  • Shotguns: 0.20s up to 0.25s

In Ember Rise there was an overhaul of the animations which caused ADS time to decrease across the board for all weapons. This change will make ADS speeds similar to what they were pre-Ember Rise, as well as align ADS times for all weapons in each of their respective classes.

*Following your feedback received after the Test Server phase, we have decided to tweak the secondary SMGs ADS time from 0.35s to 0.275s. As usual we will keep on monitoring Operator and weapon performance following these changes and adapt if we deem it necessary.

BLACKBEARD
  • ADS penalization will only apply when Blackbeard’s Gun Shield is equipped. Weapons without the Gun Shield will maintain the same timings as any other Assault Rifle, weapons with the Gun Shield will have the same timings as they have now in Shifting Tides, and the Angled Grip will affect the SCAR with and without the Gun Shield equipped.

We want Blackbeard players to make a conscious decision when equipping the shield. The idea is to either have extra reactivity in firefights when switching to ADS or to have extra protection from the gun shield.

  • Case 1 (Angle grip equipped): ADS time will be 60% of the base time.
  • Case 2 (Shield equipped): ADS time will be 200% of the base time.
  • Case 3 (Angle grip + Shield equipped): ADS time will a combination of the 2 previous buffs, 160% of the base time.

ECHO
  • The Yokai Drone can now be hacked by Dokkaebi’s phone hacking ability.
  • Echo will now drop a cell phone, if Dokkaebi is present during the round.
  • The Yokai is now equipped with drone lights that show only when uncloaked. These lights will provide the same visual feedback as any other drone.


Echo is currently an exception, as he is unaffected by Dokkaebi’s ability. This a way for us to offer more counters to this very powerful and frustrating defender, more particularly in situations when attackers are planting the defuser. He is the second most banned defender and these changes are implemented with that in mind. It is also a way to rationalize how Operators interact between each other. More than balancing this is also an opportunity to make the game easier to understand to newcomers.

ELA
  • Reduced recoil on Scorpion Evo3 for the first 16 shots, any proceeding shots will have recoil similar to what it is currently on live.

Ela is a very popular Operator who suffers from a previous SMG recoil increase. Even if she remains decent in terms of Presence and Win Delta, we would like to bring her closer to her prime by improving the handling of the Scorpion EVO 3.

FINKA
  • Increased Finka’s Spear .308 damage to 42 (up from 38)

We’ve seen that Finka’s spear underperforms all other Assault Rifles on attack, and we are looking to make it a more viable option.

JÄGER
  • Reduced Jäger’s 416-C damage to 38 (down from 43)

We’re still tinkering with Jäger, but with Wamai now in the game we feel it’s an appropriate time to make some moves and try to reduce the power of his 416-C which outperforms all other guns on defence. This is a first step towards trying to bring the most popular defender a bit closer to his peers.

MAESTRO
  • ACOG removed from Maestro’s ALDA

We think the ALDA is powerful even without the ACOG and want to see if it’s removal will highlight its other great qualities.

NØKK & SMOKE
  • Increased Nøkk’s and Smoke’s FMG9 damage to 34 (up from 30)

We want to give her a bit more confidence to make full use of her identity to sneak around and take 1v1 situations and gunfights. This change should also impact Smoke to a lesser degree.

YING
  • Candela’s now have a new outline that is visible only to Ying.
  • Improved distribution of Cluster Flashes
  • Number of pellets per Candela increased to 7 (up from 6) – (1 at floor level, 3 at around hip level and 3 at head level).
  • Pellets detonation time reduced to 0.3s (from 1s on throw and 2.5s on deploy).
  • Pellets that bounce on environmental props maintain their velocity instead of falling and detonating on the floor.
  • Candela explosion minor VFX improvements.


Ying’s Candelas let ample room for creative gameplay and we are confident about the opportunities offered by the gadget. We have noticed that Candelas needed more consistency and reliability for Ying to reach her full potential. We aim at providing more visual feedback, to make her ability easier to understand and we are also tweaking the cluster flashes to ensure the gadget effectiveness.

CURRENT STATUS

LESION

Lesion is currently over-picked and performs really well as you can see in the Defender’s graphic. He can often be quite frustrating to play against, which is why he is also target by Operator bans. He takes gun fights, deals damage and slows down the enemy. On top of that, his Gu Mines are also used for information gathering. We are looking into fine tuning him to reduce both his effectiveness and frustration.

Try out the latest Rainbow Six updates on the Test Server and earn and exclusive charm through the BugHunter program.

Kompletter Artikel: Y4S4.3 DESIGNER'S NOTES: MID-SEASON

ROAD TO S.I.2020

For 5 weekends, take part in the action as you play the Road to Six Invitational 2020 event.

On a brand-new map furnished with bulletproof glass walls creating new tactical situations, you’ll have access to all Operators regardless of who you unlocked. Furthermore, six of them have been fitted with specific outfits for this momentous event, so if you see Blitz, Caveira, Hibana, Mozzie, Sledge or Thermite in a match, you’ll see them decked out in their exclusive themed sportswear.

ROAD TO S.I. 2020 BATTLE PASS

A new, full-sized Rainbow Six Siege Battle Pass filled with a variety of rewards is coming. For 5 weeks, the Road to S.I. 2020 Battle Pass will be available with a Free and a Premium track, and 30% of revenue will go to the Six Invitational prize pool.

As the Operators proudly represent their nations, you’ll be able to unlock the outfits created for them to wear as they compete. With 35 tiers and two tracks, this Battle Pass boasts a total of 50 rewards. As you progress, you will obtain the Competitors’ exclusive gear and more.

Kompletter Artikel: ROAD TO S.I.2020

Y4S4.2 PATCH NOTES

Patch 4.2 contained the fix for the Clash exploit and she was re-enabled and available to play with the 4.2 patch, that went out to PC on Monday, January 13th.

BUGFIXES
  • FIXED – Clash exploit

The Clash exploit is fixed with this patch and we will be re-enabling her on live for each platform as 4.2 goes out. Thank you for your patience and understanding over the holiday period!

GAMEPLAY
  • FIXED – Hostage can be shot and damaged through both reinforced and unbreakable walls when placed too close to either.
  • FIXED – Some thin fragile map props are not properly destroyed when hit by projectiles and other minor prop destruction issues on maps
  • FIXED – Operator hitboxes can clip through reinforced walls and be shot.

OPERATORS
  • FIXED – Goyo’s Volcán can be destroyed and detonates when a reinforcement destroys it from the other side of the wall.
  • FIXED – Deploying a Mira Black Mirror next to a Volcán Shield placed too close to the wall can trigger the Volcán explosion from the other side of the wall. Now Goyo’s Volcán will just be destroyed without exploding and spreading fire, destruction, and RFF.
  • FIXED – Volcán’s explosive canister and shell will sometimes remain floating after an Ash breaching round or Mira mirror is deployed close to it.
  • FIXED – Jackal can scan footprints from the disruption radius of a Mute Jammer if he begins scanning while outside the jammer area.
  • FIXED – Wamai’s Mag-Net will still draw and catch projectiles even after the destruction of the surface it is on and will detonate them in mid-air even as it is falling.
  • FIXED – Players can sometimes escape Frost traps if Finka’s Adrenaline Surge is used under certain conditions.
  • FIXED – Mira can deploy her Black Mirror through a reinforced wall under certain conditions.
  • FIXED – Clash CCE Shield SFX is sometimes inaudible.
  • FIXED – Prompt to deploy Kapkan’s EDD sometimes displays when running and stopping near doorways.
  • FIXED – Once Lion’s scan is finished, Lion’s debuff icon sometimes re-appears for a few frames for tagged players.
  • FIXED – Kali’s left-hand pops in first person POV when unequipping her LV lance.
  • FIXED – Caveira’s hand clips through her phone when resetting it during a Dokkaebi call.

LEVEL DESIGN
  • FIXED – Various dynamic clipping and general clipping issues across maps.
  • FIXED – Various LOD issues on all maps.
  • FIXED – Players can vault onto the shelves and other un-vaultable assets in Day Care on Theme Park.
  • FIXED – Valkyrie’s Black Eyes can be deployed inside a helmet on Favela.
  • FIXED – Gap in wall present in 2F Offices of Tower.
  • FIXED – A small gap between two walls in EXT Roof of Theme Park.
  • FIXED – Deployable gadgets float after the monitor they’re placed on is destroyed in Border.
  • FIXED – Sticky gadgets remain floating after destroying a vase in 3F Cocktail Lounge in Kafe.
  • FIXED – Light damage projectiles don’t destroy the ashtray in 1F Security Room of Coastline.

USER EXPERIENCE
  • FIXED – Various minor cosmetic modeling and shop fixes.
  • FIXED – Various minor menu and HUD visual issues.
  • FIXED – Minor animation clipping issues.
  • FIXED – Ela Elite’s model outline can be seen behind the paint during the Elite Victory Animation at the end of a match.
  • FIXED – Operators’ guns will sometimes briefly display on screen when picking up Bulletproof Cams, Maestro’s Evil Eye, or Jager’s ADS.
  • FIXED – Snapping arm animation when close to an object while entering ADS.
  • FIXED – Spectators can see Nomad’s ammunition count oscillating between the normal AK-74 ammo and the launchers ammo, when Nomad switches the gadget on and off.

Kompletter Artikel: Y4S4.2 PATCH NOTES

ELA 'HUK SZTUKI': IDENTITY

“Turn on your phones. Disengage your brains. Live in the moment. Consume.”

EXCERPT FROM A PRINT INTERVIEW, 09-09.

Reporter: What does identity mean to you?

Bosak: All identity is performative. The complication lies in the fact that, as much as you construct your image by what you say, how you dress, and which brands you buy, you’re never truly in control. You’re always subject to a status quo, a set of expectations about how someone who looks like you *must* act.

Reporter: Surely those expectations don’t carry over when we’re talking about art.

Bosak: Art transcends society only when nothing is known about the artist. I don’t want to transcend society. I want to record it.

Reporter: I see. So what do you say to people who claim your work is shallow and narcissistic?

Bosak: I say that if you can’t see yourself in someone else’s reflection you’re not trying hard enough.

Reporter: But, by doing so, aren’t you simply behaving in the way that society expects?

Bosak: (laughs) Aren’t you?


“We define ourselves by symbols, but those symbols can be perverted. Reused. Reworked, reframed, remade. In a word, stolen. Who are you then?”

CHECK OUT THE ELITE COSPLAY GUIDE!

[ubi.li]

Kompletter Artikel: ELA 'HUK SZTUKI': IDENTITY

DEV BLOG: QUICK MATCH PLAYLIST ROTATION

In this Season, the Quick Match (previously “Casual”) Playlist will again be receiving updates to its map rotation throughout the Season. There will be 14 maps available in Quick Match at any one time. Below you will find the latest Quick Match map pool.

Y4S4 – END OF Y4S4.2

Our goal is to give players the ability to familiarize themselves with a more curated selection of maps. We are also aiming to make the playlist more dynamic and enjoyable.
Remember to follow us and share your feedback on Twitter, Reddit, Facebook[www.facebook.com] and on our forums[forums.ubi.com].

Kompletter Artikel: DEV BLOG: QUICK MATCH PLAYLIST ROTATION

CAPITÃO 'RESPONSA': SEEING THE PRESENT


“I get it. Everyone’s just doing their best to survive. You shoot at me, though? Then it gets personal.”

Transcript dated 11/11. Edited for clarity.
Vincente: I’ve met people like you before. I got sent to a shrink after I lost my eye. You know what he wanted me to do? Visualization exercises. He wanted me to pretend that I still had both my eyes, to imagine the life I had before and “project it into the future.” You know what I said to him? “Cara, imagining I’ve still got both eyes isn’t going to get me back on the field. Can you help me or not?” He sent me to an occupational therapist and I never saw him again. So don’t ask me about how I’ve “adapted” or “grown”, or dig into my past to uncover the “real” impact of my trauma. I’m sick to death of talking about the first and only thing people notice about me.

Harry: Then let’s talk about something else.

Transcript ends.


“Kids always ask me how I got to be so strong. I tell them it comes from having something worth fighting for. When they grow up, they’ll understand.”

CHECK OUT THE ELITE COSPLAY GUIDE!

[ubi.li]

Kompletter Artikel: CAPITÃO 'RESPONSA': SEEING THE PRESENT

PRE-SEASON DESIGNER'S NOTES Y4S4

Find all the latest balancing changes coming with Operation Shifting Tides.[rainbow6.com] Our Dev Team is about to give an insider perspective at what led us to tweak certain abilities, weapons and gadgets.

WEAPON BALANCING

M-12 SMG

  • Increased M-12 SMG damage from 36 to 40

The M-12 is currently one of the lowest damages and slowest firing SMGs in the game. With most players favouring the Luison, there is currently very little reason to select the M-12. Our Devs are looking to give the M-12 a fairer chance during duels.

FO-12 SHOTGUN

  • Decreased damage dealt beyond 10 meters
  • Spread increase and accuracy reduction

Ela’s FO-12 is very strong and frustrating, mostly for console players, but on PC as well. She is targeted by Operator bans by console players and when she is not, her pick rate is very high. This weapon should be more in line with other semi-automatic shotguns. We also want to reduce her ban rate and how frustrating Ela can be.

SASG-12

  • Spread increase and accuracy reduction

The SASG-12 shares many similarities with the FO-12. A spread increase when shooting rapidly as well as an increased recoil will make it a bit less easy to control.

BOSG 12.2

  • #BOSGACOG is here

Adding the ACOG to 707th SMB Operator shotgun was mostly motivated by the low performance of the weapon. Even if part of the community was also looking forward to the addition of the ACOG, it remained a pure balancing decision. This new sight should not affect the overall performance of this weapon.

As usual, we will monitor its performance for Dokkaebi and Vigil and adjust whatever is necessary.

OPERATOR BALANCING

GLAZ

  • Increased Glaz’s scope highlight base intensity

We are giving our Russian sniper a bit more love to help him spot enemies even when the scope is not charged, thus making his scope useful in more situations.

KAID

  • Increased Kaid’s Electroclaw radius from 0.75m to 1.3m
  • Replaced Impact Grenades with Barbed Wire

Kaid’s gadget leaves ample room for creativity. The feedback we gathered indicated that Electroclaws added variety to many situations but needed an extra edge.

A wider radius instead of a third Electroclaw is more comfortable for attackers to handle, as it won’t require any extra gadgets to counter. The activation speed still allows for tricking and the return of his barbed wires should lead to more creative setups.

Kaid’s loadout has gone through several adjustments. This more cautious and step by step approach gives enough time to our community to explore all its potential.

WARDEN

  • Replaced Barbed Wire with C4

We want to increase his potential as a denial Defender for defuser plays. The C4 should give him more opportunity to defend a bomb site without exposing himself.

In addition, we are still considering other options to make sure Warden is relevant, we will tell you more when ready.

JACKAL

Jackal’s rework will be included in Operation Shifting Tides. As the most banned attacker, Jackal is a high source of frustration for many players and one of our top balancing priorities.

If you would like to know more about this rework, you can check our previous Designer’s Notes.[rainbow6.com]

LIMB PENETRATION


The new bullet penetration system will impact every bullet you shoot. Our Dev Team is aiming at reducing confusion. A side effect of this change should increase the lethality of various classes of weapons in certain situations. If you’d like to know more, please refer to this blog.[rainbow6.com]

Try out the latest Rainbow Six updates on the Test Server and earn and exclusive charm through the BugHunter program[rainbow6.com].

Follow us and share your feedback on Twitter, Reddit, Facebook[www.facebook.com], and on our forums[forums.ubi.com].

Kompletter Artikel: PRE-SEASON DESIGNER'S NOTES Y4S4

NEW IN-GAME EVENT : LA CASA DE PAPEL

There’s a situation going on at the Bank. A hostage was taken, and it’s up to you to ensure their safety. The heist is ongoing, and the tension is coming to a head.

For Rainbow Six: Siege’s first collaboration with Netflix, we are bringing you a short event themed after their Spanish-language series, La Casa De Papel.

From November 20th to 25th, experience your own heist!

RULES OF THE HEIST

The Casa De Papel event is a classic Hostage match, where Attackers and Defenders must fight over a Hostage dressed in the series’ iconic mask and red jumpsuit. Hibana and Vigil are also equipped with the same look, should you pick them to play with.

THE BUNDLES

A full set of four items for both Hibana and Vigil will become available for purchase in the shop during the event and will be there for approximately a year.

Hibana’s Heist Bundle contains the Red Jumpsuit uniform, Emboldened headgear, Tokyo charm and Regal Mint weapon skin for the TYPE-89.

Vigil’s Accomplice Bundle includes the Red Jumpsuit uniform, Nameless headgear, The Surrealist charm and Fresh Paper weapon skin for the K1A.

Kompletter Artikel: NEW IN-GAME EVENT : LA CASA DE PAPEL

DEV BLOG: LIMB PENETRATION SYSTEM

In Y4S4 we are changing bullet penetration on character models in Rainbow Six Siege. This new system aims to increase the lethality of shots and provide guidance on where a bullet should land.

The goal of the new bullet penetration system is to reduce the impression of inaccurate hit registration, reducing past player confusion as to where a shot will land. The new penetration rules will be dependent on the type of gun used, and will determine how the bullet will travel after its initial hit.

PENETRATION RULES

NO PENETRATION
A bullet hits one body part and will not pass through to hit other body parts. This was the case for almost all guns in Rainbow Six Siege up until now.

SIMPLE PENETRATION
A shot that connects with a body part will then potentially hit another body part behind the first hit appendage of the same Operator.

For example, you shoot at an enemy with their hand up in front of their face after being flashed. If you hit their hand, the bullet will penetrate through to their head. The actual damage done will be calculated by taking into account the hit on the body part with the highest modifier (please see “Damage Modifier” section). In this case, the bullet’s damage will equal the headshot.

Please note that in simple penetration, a bullet will never hit a third part of the character. Nor will simple penetration bullets shoot through the first person to continue doing damage to another body.

As an additional note, should a bullet pass through two of either of the following: chest, neck, or head – only the 1st area hit will be accounted to calculate damage. This avoids issues where hitting the lower back of an operator results in a headshot.

FULL PENETRATION
If someone else is behind the first person shot, the bullet will damage the first person, then go through to penetrate a second person or surface. The second person will only take 70% of the initial damage.

For each body that the bullet hits under full penetration, the bullet’s damage and route will follow the same simple penetration rules above.

DAMAGE MODIFIER

Under the Simple Penetration system mentioned above, the body part with the highest modifier will be considered when determining damage when multiple parts are hit.

Hands/Arms: 0.75 (1 and 2 armor) and 0.65 (3 armor)

Groin/Lower Torso/Upper Torso: 1.0

Legs: 0.75 (1 and 2 armor) and 0.65 (3 armor).

Neck and Head: 50.0

ARMOR RATING

Since an operator’s Armor also affects the amount of damage taken, below is a breakdown of the 3 different Armor Ratings and how much of the initial damage a limb will actually take.

1 Armor: 1.0 (full damage)

2 Armor: 0.9 (10% lower)

3 Armor: 0.8 (20% lower)

The new Bullet Penetration system will be on the Y4S4 Test Server. We appreciate any feedback you all have to offer us on the new system and look forward to hearing your thoughts!

Kompletter Artikel: DEV BLOG: LIMB PENETRATION SYSTEM