-=DJ=- | Seite 2


It’s that time of the year again – Happy Holidays from the Rainbow Six Siege team!

To celebrate the festive season, we have a special surprise for you:

Every player connecting to the game between December 22nd, 2022, and January 3rd, 2023, will be awarded a free Holiday Pack!

The Holiday Pack will be accessible in the Pack section on the home screen. Once activated, players will receive one free Operator from Year 1-7. This Operator will be randomly selected and will not include any Operators that the player has already unlocked.

Those who already own all Operators will receive a brand-new free headgear and uniform for the Operator Ying, as well as a brand-new signature weapon skin – holiday-themed of course!

We hope you enjoy this little gift from the team, and we wish you a great start to the new year.



The Community Artist Bundle Program is bringing yet another amazing bundle in Y7S4 in collaboration with Prime Gaming. This new edition has been designed by the talented Retrodisaster for the operator Ace! Starting December 14th, his operator bundle will be available to redeem for a limited time on the dedicated Rainbow Six Siege {LINK REMOVED}Prime gaming page.

With this program, we want to celebrate our amazingly creative and dedicated community artists and give them the chance to have their art styles represented in-game. Each chosen artist will have the opportunity to design a full set for an operator of their choice and the resulting bundles will become available for limited time during Year 7 and beyond.

Don’t forget to have a look at our previous bundles if you haven’t yet: {LINK REMOVED}SAU_SIEGE, {LINK REMOVED}Sunstark, {LINK REMOVED}FrAgMenT, {LINK REMOVED}Pericote, {LINK REMOVED}Shinosaaaaaaang, {LINK REMOVED}Siege Tales.

Retrodisaster’s Ace Operator Bundle includes:

  • Uniform
  • Headgear
  • AK-12 weapon skin
  • Charm

The Retrodisaster Operator Bundle will be available via Prime Gaming for a limited time, starting from December 14th.

Prime Gaming members will be able to claim this exclusive set for free. If you’re not a Prime member yet, you can sign up for a free trial.

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

  • Link your Ubisoft and Amazon accounts {LINK REMOVED}here.
  • Redeem the respective offer through Prime Gaming {LINK REMOVED}here.
  • Receive the content automatically in-game within 48 hours.

In January 2020, Retrodisaster started posting Rainbow Six Siege-related artwork. Following the great response and feedback he received from the community, he was motivated to share more of his art on social media, and we are glad to see that he keeps on posting it to this day!

Through his sickly sweet and light-hearted comics, Retrodisaster wants to reproduce real interactions that he had with his friends and relatives, making the situations silly by giving his characters big eyes and keeping his usual pastel color palette.

As Ace is Norwegian, Retrodisaster wanted to show the operator’s origins with a warm sweater, earmuffs, and the trapper hat that sits silly on his head. The details on Ace’s outfit represent friendships and the people Retrodisaster had the opportunity to meet through the Siege community, those who encouraged him and gave him the motivation to draw even more. By adding those details in his bundle, he took the opportunity to show his appreciation for the community and the friends he has made during his journey as a Siege community artist.

To see more of Retrodisaster’s work, go check his Twitter and {LINK REMOVED}Instagram accounts.


What is the Community Artist Bundle Program?

The Community Artist Bundle Program launched in Y6S1 and it brings operator bundles created by some of our most talented and dedicated Siege fan artists into the game.

I’m a Siege fan artist too – what can I do to get selected as well?

Given the length of our production cycle for in-game content, the fan artists for Year 7 have already been determined. However, we are always on the lookout for future participants. If your goal is to see your bundle in-game, continue showing us your passion and strive to be an outstanding member of the Siege community. We have multiple ways for our dedicated community artists to get more involved with the game, such as the Ubisoft Star Player Program.

How can I get the Y7S4 Retrodisaster Operator bundle?

Link your Ubisoft account with your Amazon account {LINK REMOVED}here and claim the Operator set through {LINK REMOVED}Prime Gaming starting from September starting from December 14th. After successfully redeeming the content, it will be available in your in-game inventory within 48 hours. Players must have Ace available as an operator.

Can I buy the Retrodisaster Operator Bundle with Renown or R6 Credits as well?

The Retrodisaster Operator Bundle is exclusive to Prime Gaming for a limited time only and can be obtained via the Prime Gaming offer as described above. Prime Gaming is included for free with Amazon Prime, and free trials are available for new users.

Will this offer be available on all platforms?

Yes, it can be redeemed on PC, Xbox One, Xbox Series S|X, PlayStation 4, PlayStation 5, Amazon Luna, and Google Stadia.

How long will this offer be available?

Following its release on December 14th, you have one month to claim this offer via Prime Gaming.

I don’t see my rewards.

If you’re having trouble redeeming your Retrodisaster Operator Bundle, please contact our {LINK REMOVED}support.

For more information about Prime Gaming, visit the {LINK REMOVED}Prime Gaming FAQ.


Y7S4.1 Patch Notes

Y7S4.1 Patch Notes


Find the download sizes for each platform below.

  • Ubisoft Connect: 1.7 GB
  • Steam: 1.7 GB
  • Xbox One: 1004.25 MB
  • Xbox Series X: 1.25 GB
  • PS4: 1.22 GB
  • PS5: 1.11 GB



FIXED – Electricity VFX is not visible on deployable shields, reinforced walls and hatches.
FIXED – Players are able to see through barricades while picking up a deployable gadget.


FIXED – Various gaps on Consulate that were allowing the attackers to see inside the building.
FIXED – Various LOD issues on Nighthaven Labs.
FIXED – Multiple LOD issues on various maps.
FIXED – Solis’ hands go into an animation loop after cancelling the Megascan.
FIXED – Solis’ SPEC-IO loses functionality when Solis reactivates SPEC-IO after a Megascan at the end of the gauge.
FIXED – Solis’ hands remain frozen when vaulting while SPEC-IO is active.
FIXED – Hibana’s X-Kairos pellets are not destroyed if they are placed on a Kiba barrier and the Kiba barrier gets destroyed.
FIXED – Various operator VFX issues.


FIXED – Xbox players cannot invite cross-generation.
FIXED – No notifications are present in the game when the player is presented with the cinematic that plays on first boot.
FIXED – Grim is missing from the U+ accounts.
FIXED – Various UI issues.
FIXED – Various Battlepass V2 issues.
FIXED – Various crossplay issues.
FIXED – Various localization issues.
FIXED – Various shop and customization issues.
FIXED – Can’t reconnect to an online Custom Game after leaving the session and attempting to re-join.

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

Kompletter Artikel: Y7S4.1 Patch Notes

Ranked 2.0 Dev Blog


In the past, the Ranked System was a pure skill system in which there was only one value, the MMR, used for Skill and Rank. Any change that we needed to make on the Ranked system was affecting the skill and thus the matchmaking.


We are splitting what was previously known as MMR into Skill and Rank.


Your skill (what was previously known as MMR) will be a hidden value that will be used for matchmaking.

Your skill represents your ability to win a game. Comparing two teams’ skill gives you the probability that one team will win against the other. The higher the difference, the more likely a given team is going to win. When two teams with the same skill levels are matched up with each other, they both have an equal shot at winning. The algorithm used in Rainbow Six Siege assigns two values to each player: an estimation of their skill (μ) and the uncertainty of this estimation (σ).


The estimation of your skill is probabilistic. In general, the more games you play, the more information we have about you, and the more confident we are about this estimation. This confidence is represented by the uncertainty value sigma (σ). The lower the uncertainty, the higher the confidence.


The update of your Skill as a player has not changed with this new system, meaning that the Skill is updated solely on the outcome of your match. If this outcome is unexpected (for example, you lost against players with a lower skill than your team), the skill updates will be more substantial, and vice-versa. In addition to that, the more confident we are about your skill (i.e., if your σ is low), the smaller the updates will be.

Let’s take a simple example with only two players: Hibana vs Pulse. The values in this example do not reflect the actual updates that would happen with our system, but it should give you an understanding of the situation. Hibana is a Gold player (μ ≈ 29), and has been playing at that level for quite some time. Hibana’s rank has a low uncertainty value attached to it, so σ ≈ 3. Hibana faces Pulse (a Copper ranked player, but he has a lot of heart), and loses. Due to the low uncertainty value, it is likely that Hibana just had a bad game, so her skill level would decrease, resulting in μ ≈ 28. This is due to the system taking into account the rank of the enemy you have lost to. If Hibana lost to someone that was Gold, the adjustment would be closer to μ ≈ 28.5. Losing to a Diamond would have resulted in a change to μ ≈ 28.9.

That being said, Pulse is still relatively new to the game, and our system is attempting to determine where he should be placed (μ ≈ 17 and σ ≈ 6). By Tachanka’s grace, Pulse won the match, so we would increase his skill level to 20. His victory against Hibana has helped us to determine that he may be a better player, so his uncertainly has dropped a small amount (σ ≈ 5.5). The large increase in skill level rating is a result of Pulse being a fairly unknown player, and our confidence in Hibana’s placement.


Rank, on the other hand, will be used for the progression through the competitive ladder. Rank will update after every match through RANK POINTS. The way it works is that the amount of RP that you win or lose after each match will be proportional to the difference between your Skill and your Rank.
Additionally, we are introducing a new Rank between Platinum and Diamond called “Emerald” to soften the steep progression between the upper part of the ladder.

Let’s see a couple of examples:

Player A is a Champion player (+5000 Skill) that just started playing this season ( Copper 5 Rank ). This player, since we don’t reset Skill anymore, will be matched from the start of the season against players of the same Skill but since their Rank is very far away from their Skill, each time this player wins a match, they will be rewarded with a lot of Rank Points (during Y7S4 this will be around 80 RP which is the maximum) in order to progress quickly towards their real Rank, similarly, each time this player loses a match, the Rank Points they lose will be minimal ( during Y7S4 this will be around -9 RP which is the minimum) as they are very far away from their real Rank. For this player, this gain/loss difference will continue like this for the large majority of their climb towards their real Rank and should see a decrease in their gains and an augment in their losses at around the Diamond Rank.

Player B is a Silver player ( 2200 Skill ) that has been playing this season for some time already and they managed to achieve their Rank at Silver II. This player now has a Rank that matches their Skill and thus, each time they win a match, they will be awarded a standard amount of RP ( around 40 RP) and each time they lose, they will lose a standard amount of RP ( around 30 RP). We introduced a difference between the standard win and the standard loss in order to allow players to always try to aim for a higher Rank and improve throughout the season. This does not mean that this player will be granted free Ranks since we assume that a player who has reached their real Rank will probably sit at a win rate of around 50%, but if this player keeps playing and trying to win, they will probably end the season at a higher Rank of their previous season and thus earning more rewards!


When you win enough RP at the end of the match, you will go up to the next division. Each division consists of 100RP.


When losing a match and the resulting RP is below 0, you should normally get ranked down to the previous division or Rank, but we have introduced a new system called Demotion Shield that will prevent that from happening and instead leave you with 0 RP. This will only happen if you have more than 0 RP by the start of the match. If you lose a match when you already have 0 RP, you will rank down normally.


With this new system in place, we are removing the placement matches as we will no longer reset your skill every season, and thus we no longer need them to know your skill at the start of the season.
Placement matches were not working as intended in the previous versions of Ranked, resetting the skill forced us to have a system in place to try to guess your real skill before starting your Ranked journey but they were too inaccurate for that purpose as the system didn’t have time to have a correct guess.
For example, a player who just started playing Ranked in Rainbow Six: Siege could have very good placement matches (whether by their own skill, by luck or by getting “carried”) and the system would have placed that player far above their real skill, making Ranked a very frustrating experience having to play against much more experienced players, or, on the other hand, a very skilled player who was very unlucky or had very bad matches during the placements could be placed too far below their real skill, destroying the competition until they got to their real skill bracket.

Removing the skill reset will ensure that the Matchmaking quality of your games will not deteriorate at the start of the season as we will already know your skill level and you will be matched against similar opponents.

What we will be resetting is your Rank every season, and at the start, everybody will be placed in Copper 5 and climb up from there.


From now on, we are removing the Squad MMR Restriction that was preventing you from playing with your friends.

Squad MMR Restriction was a necessary evil that we had to put in place to prevent some exploits in the system, but we know the importance of being able to play Rainbow Six: Siege with your friends. The separation between Skill and Rank now allows us to have different measures running on the backend to prevent those exploits without compromising your ability to play with your friends.

We do believe that this new system will make everyone’s experience much better, but we will be monitoring this very closely as we now have the tools to act if we see any abuse taking place.


Overall, your Ranked experience will now be a much steadier progression towards your goal, but you will notice that the closer your Rank gets to your real Skill, the updates that you get after each match will be smaller.

With how the seasons in Rainbow Six: Siege are structured, we believe that this new system will allow players to reach their goal more reliably without the feeling that they are bouncing from one Rank to the other without progressing.


With this first batch of changes coming to Ranked we have laid out the foundations to build a much more resilient Competitive structure that will help us improve without compromising the existing ecosystem. We will be monitoring the new Ranked during S4 since systems as massive as these ones are always tricky to land on the first shot without the real experience of exposing this to players, we did our simulations, but reality will always be different, and we are happy to listen to your feedback.

With how the system is built we can easily tweak the numbers behind Ranked without having to rebuild the system, so expect some tuning and changes in the coming seasons!

Kompletter Artikel: Ranked 2.0 Dev Blog

Y7S4 Solar Raid Patch Notes Addendum

You can find here the updates and fixes made over the course of the Y7S4 Season Test Server. For the full Operation Solar Raid Patch Notes, follow the link below:
{LINK REMOVED}https://www.ubisoft.com/en-ca/game/rainbow-six/siege/game-info/seasons/solarraid


Find the download sizes for each platform below.

  • Ubisoft Connect: 5.44 GB
  • Steam: 5.1 GB
  • Xbox One: 4.01 GB
  • Xbox Series X: 4.44 GB
  • PlayStation 4: 4.59 GB
  • PlayStation 5: 4.31 GB



  • Added voiceover lines in the Team Deathmatch playlist.



FIXED – Electricity VFX is not visible on Deployable Shields or reinforced walls and hatches.

FIXED – Operator remains stuck inside the garbage bin when exiting rappel above it at EXT Front Yard on Chalet map.

FIXED – Operators’ legs twitch when shown in the MVP screen.

FIXED – Exit Rappel option appears in some locations where it can’t normally be used.

FIXED – Leaning back and forth while aiming down sight is faster while rappeling.

FIXED – An extra bullet is fired and not subtracted from the ammo pool when shooting before the reload animation is finished.


FIXED – Defenders are undetected in a specific area outside on Clubhouse map.

FIXED – Attackers can reach the top of the skylight after vaulting on Osa’s Talon-8 on Villa map.

FIXED – Operators can fall through the map at EXT Zodiac on Yacht map.

FIXED – Multiple LOD issues on various maps.


FIXED – Animation doesn’t correctly flip Grim’s Kawan Hive Launcher.

FIXED – Solis counter-defusing with Spec-IO equipped results in a delayed animation.

FIXED – The LFP586 Revolver has 7 bullets instead of 6 after reloading.

FIXED – "MAX" indicator is not displayed in Solis’ Spec-IO Electro-Sensor when 5 or more devices are detected at the same time.

FIXED – Solis’ primary weapon is equipped while holding a gadget when Spec-IO’s cooldown runs out.

FIXED – Several Operators are not revealed when pinging or scanning their in-use devices with Solis’ Spec-IO Electro-Sensor.

FIXED – Jackal’s Eyenox can be pinged by Solis’ Spec-IO even when the device isn’t in the identification area.

FIXED – Solis cannot equip weapons if the scan progress bar completes right before the Spec-IO Electro-Sensor battery runs out. 

FIXED – Incorrect animation when Solis is affected by an EMP while Spec-IO Electro Sensor is activate.

FIXED – Buck’s Skeleton Key deals more damage with Extended Barrel equipped on C8-SFW.

FIXED – Grim’s Kawan Launcher fires through reinforcements while deployed on Thermite’s Exothermic Charge.

FIXED – The second charge of Ace’s S.E.L.M.A. can destroy part of a wall that is jammed by Mute’s Signal Disruptor.

FIXED – Assist score is unavailable for IQ’s Electronics Detector after scanning Pulse or Vigil’s abilities before they’re eliminated.

FIXED – Both bombs are not revealed at the same time with IQ’S Electronics Detector.

FIXED – IQ’s Electronics Detector is closed if IQ throws a drone while it’s active using advanced drone deployment and reopens automatically after IQ exits drone view.

FIXED – Jackal’s Eyenox doesn’t reactivate on the first try after a concussion state with the device activated.

FIXED – Doc’s voice lines are missing when using the Stim Pistol on himself or other players.

FIXED – Bandit’s Shock Wire is destroyed if the object supporting the device is destroyed.

FIXED – Default Sight for 552 Commando is incorrect.

FIXED – Animation is canceled when trying to go through a hatch as Oryx while Dokkaebi’s Logic Bomb is active.

FIXED – Azami’s hitbox is slightly too big.

FIXED – Poured liquid is misplaced in Elite Warden’s victory dance.

FIXED – Various Operator VFX issues.


FIXED – In-game keyboard functionality is lost after opening and closing the Ubisoft Connect overlay when Raw input is on.

FIXED – When using the Hide Other Players Privacy option, reporting other players reveals their real username, but the notification message still uses the NATO phonetic alphabet.

FIXED – Weapon skins accessed via News are sometimes showcased on secondary weapons instead of primary.

FIXED – Hip fire recoil on Shooting Range does not match the recoil in PVP games.

FIXED – Scramble VFX is missing when switching to or between Observation Tools.

FIXED – "Lefty" Controller layout doesn’t apply to Maestro’s Evil Eye.

FIXED – Various UI issues.

FIXED – Various Localization issues.

FIXED – Various Privacy settings issues.

FIXED – Various Audio and SFX issues.

FIXED – Various Match Replay issues.

FIXED – Various Spectator mode issues.

FIXED – Various Custom Game issues.

FIXED – Various Customization issues.

FIXED – Various UI issues.

FIXED – Various Audio and SFX issues.

Kompletter Artikel: Y7S4 Solar Raid Patch Notes Addendum

Reputation System Beta: Reputation Standing & Fair Play Program Beta

This season the Reputation System will see its Beta release, after previously running in a shadow mode. With the Reputation System Beta, we’ll be taking the next step by giving and showing players their Reputation Standing, while also allowing players to improve their behavior, playstyle, and interactions with others, without receiving any positive or negative effects based on that Standing. Today, we are going to outline its evolution with the addition of the Reputation Standing feature and provide information on the Ubisoft Fair Play Program Beta.


At its core, toxicity is any behavior that is harmful to the people around you. In Rainbow Six Siege, this can mean behaviors and actions that are deliberately or passively harmful to players, in either a direct or indirect way.
The following non-exhaustive list of behaviors are considered to be disruptive and could result in a negative Standing:

• Unwanted Communication (Cases of misconduct on either the written or voice chat level, such as insults, threats, harassment, or offensive language through our game systems)
• Threatening And Aggressive Behavior (Impersonation, hateful conduct, etc.)
• Negative Attitude (Griefing, game rage, sabotaging the team, friendly fire, blocking/disrupting teammates, giving away positions)
• Leaving the game (Disconnecting, abandoning, AFK, rage quitting)
• Communication Abuse (Offensive language, sexual harassment, flaming, harassment, online voice chat abuse, taunting, disruptive audio, chat spam, etc.)
• Hate speech (Discrimination, racism, sexism, homophobia, emotional abuse, bullying)
• Exploits, Botting
• Any other actions that go against the Rainbow Six Siege {LINK REMOVED}Code of Conduct or {LINK REMOVED}Terms of Use.


The importance of tactics and the high lethality of the game can lead some people to display harmful behaviors when mistakes or problems occur. The vast majority of players only demonstrate harmful behaviors occasionally, while there is a solid core of people who do so consistently and intentionally.
Siege is a competitive, team-based game where every action is centered on cooperation, which creates an incredible playground for our community, but can also trigger negative engagement from some people, disrupting the experience for all. That’s why we’re continually working on toxicity detection and prevention and making changes to certain models to ensure our community has the best possible gaming experience.


The Reputation System is helping us to move away from actions that were centered solely on sanctioning and banning players, though these will remain to be viable tools in some cases. The goal of this feature is to guide and give players the opportunity to change the way that they interact with others and with the game. It also aims to discourage poor behavior through feedback and consequences, and to highlight and support those who positively contribute to the game environment, making the game a better place for others.


Each player will now be given a Reputation Standing which reflects their in-game behavior. There are 5 Standings ranging from Dishonorable at the lowest, and Exemplary at the highest point.


The reputation system tracks a variety of in-game actions that can be positive or negative, assigns a score to them, and applies effects to players’ accounts. This generates the Reputation Standing, a rating given to each person that shows how their in-game actions are perceived. The system must be understandable and trustworthy so that everyone can understand how their actions affect their Standing, and how to change it. The goal is to provide feedback to our players and to promote healthy interactions while discouraging toxicity. With this system, we seek to encourage positivity, inclusion, and engagement in the game.


To begin with, there will be no negative or positive effects from having a particular Standing. Our goal is for players to learn the new system, and to have a chance to adapt their behaviors before such effects go live.
During Year 8, we will enable penalties and bonuses which will be given based on a player’s Standing.

Negative Standing:
• Reduced in-game gains
• Limited game modes & other restrictions
• Potential escalation of penalties
• Opportunity for learning and reform
Neutral Standing:
• No effects
Positive Standing:
• Increased in-game gains
• Benefits persist as long as a player maintains their standing
• Special exclusive items


Your Reputation Standing can be found on the Reputation tile on the main menu, the profile page, and in the Reputation hub. Your Standing will be private however, so this information will not be available to others.
The main place for all things Reputation will be the Reputation hub, which can be accessed via the Reputation tile on the main menu. Here you can see your Standing and any active penalties. You will also be able to find more in-depth information on how the system works.
The Reputation tile has also been updated so that you can now check your Standing at a glance. This will give you a quick snapshot, showing which standing you currently have, while the Player Profile will show your Standing as well as any current penalties.


We will be deploying many of the first player-facing aspects of the Reputation System as part of a gradual rollout strategy. This allows us to continue to stress test our designs and systems, have meaningful effects of disruptive player behavior, all while also doing a form of pre-onboarding for players.
With this Reputation System Beta onboarding, we will start by showing players their Reputation Standing along with various messages that inform them how they are currently being perceived by the system. During this time, many aspects of the system such as the bonuses and penalties will be turned off. This gives players a low-risk time to take appropriate actions on their Standing and allows for large scale testing and conversation around the overall reputation calculation system.
The Player Behavior and Rainbow Six Siege team is working hard to implement changes to the game while keeping in mind to increase cooperation and address toxicity.


As part of the Reputation System Beta Release, Ubisoft is processing your personal data to provide you with the program. To learn more about the way your personal data is being processed, please read the {LINK REMOVED}privacy policy.


The Ubisoft Fair Play Program (Beta) is a new program designed to help players understand the roots of toxicity and how to address disruptive situations online.
Find out how to best handle online frustrations and create a positive environment for everyone through videos, quizzes and tips from pro players {LINK REMOVED}here*.
*Note that the Fair Play Program Beta content is currently only available in English.


All individuals should be treated with respect, and we strongly believe that both good and bad behaviour must be addressed. For a long time, we have focused our efforts on negative behaviors and bans, but now we want to broaden our field of expertise and actions. We want players to be able to play the game as it was designed, and our anti-toxicity measures must reflect that. The ultimate goal is to guide players towards behaviors we want to encourage in the game, rather than purely focusing on sanctions.
The Player Behavior and Rainbow Six Siege team is working hard to implement changes to the game while keeping in mind to increase cooperation and address toxicity.

Kompletter Artikel: Reputation System Beta: Reputation Standing & Fair Play Program Beta



Announcing the next Streamer Charms!

Each season will bring the release of new charms, as well as a return of the streamer’s charms from previous seasons!







{LINK REMOVED}Rainbow6itacom

How to acquire charms

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

How to get involved

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

This is an evolving program so to reflect this, the following requirements have been adjusted.

Requirements to be considered
– Approximately 150+ concurrent viewers.
– Average of 10 Rainbow Six streams per month.
– Average of 20 hours of Rainbow Six streamed per month.
– Positive standing with Ubisoft/Rainbow Six Siege.
– High quality level of content.
– Twitch Partnered.
– Rainbow Six Siege reserves the right for final decision.

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




We would like to thank all the players who have taken the time to report and contribute to issues on R6Fix.

R6Fix is key in our efforts to improve the quality of the game we offer to our community. Development and QA testing is a significant part of all our processes, but even then, we are not able to prepare for every imaginable setup or scenario, and often the reproductions we receive from R6Fix are integral to our efforts to shorten the time it takes to fix difficult issues.

In this article, we hope to provide an update on its performance so far for Year 7 and grant more visibility into our internal processes to show how the production teams works with the platform.


The QC team reviews new issues reported on the platform every day, with a special focus on major events. Once an issue is set as "Under Investigation" on R6Fix, the issue gets assigned and investigated according to its priority. Critical issues are treated first, dev testers then handle and will close the next issues accordingly. Following that, the issue is updated on R6Fix itself.

Here are some examples of how your contributions have helped our team:


DEV TEAM: "We were able to find the problematic set of challenges using the screenshot provided in the R6Fix ticket. Applying the specific challenges set to our test accounts showed that there was indeed a problem with the tracking of its completion. A fix was deployed to address this issue."


DEV TEAM: "We were unable to reproduce this issue until we applied the same game and display settings as the player’s. The dev team was then able to fix the HUD issues that only occurred using certain Aspect-Ratios display settings."


With the release of R6Fix 2.0 last year, we worked on ways to address frustrations with the platform like search issues, ticket management, duplicates, etc. Here’s an overview of the changes that have been made:

What are the major improvements?

With V2 we have completely overhauled the site, for a better overall user experience and a new severity system. With the severity system, contributors to an existing bug will help classify it and by doing so, help the devs get to the bottom of the issue and fix it faster.

How can the community help?

R6Fix goes a long way to helping us, as some issues can be hard for us to reproduce in-house, they can be hardware specific, timing specific, and so on. The fact is we can’t match the sheer force in numbers of our community, that’s why we invested in R6 Fix 2.0.

Can we use it on mobile?

Yes, and a QR code can sometimes be found in the in-game news to make it easier for console players to access it.


Over the last 6 months, we have had over 157,000 total visits. Almost 889 visitors per day, which helped contribute to 2300 issues!


When entering an issue, please be mindful of duplicates. Reducing the number of duplicates greatly improves our response time. We also encourage you to share your R6Fix link when discussing issues – it’s the easiest way to give others in the conversation the chance to contribute.

You can find a full explanation on how to use R6Fix and the incentive program at {LINK REMOVED}https://rainbow6.com/r6fix_faq.


Our work on R6Fix is not done, we want to keep improving and updating the platform. More initiatives are coming next year so keep an eye out!

Kompletter Artikel: DEV BLOG: R6FIX UPDATE



Starting Y7S4, crossplay will also be added to consoles. This will allow you to matchmake with players across different platforms allowing for lower wait times thanks to a larger matchmaking pool. PC and streaming platforms players will however be kept in a separate pool and will not be matched with console players.


The social tab of the Ubisoft Connect overlay will allow players to access their friends list and manage invites. Invites to squad up can be sent through both the first-party platforms and the Ubisoft Connect overlay.

Communication in Siege is key, which means that voice communications will be enabled by default at launch. As long as they have voice communications enabled in their options, players who are on the same team will be able to speak to each other, whether they are on the same platform or not. If needed, other players can still be manually muted in the scoreboard during a match.

The full Y7S4 Reveal can be watched on our YouTube channel.


To specify on which platforms others are, icons will be displayed when in a squad or during the match. Players who are from a platform in a different family will have the crossplay icon. Those on the same platform family as you will show your platform icon.

In case you would only want to matchmake with players on the same platform as you, you will be able to disable the crossplay features at any time by opting out of crossplay matchmaking, in the in-game menu setting options. For more information on how to disable this feature, refer to our {LINK REMOVED}dedicated self-help article regarding crossplay in Rainbow Six Siege.


This feature will allow for unified progression and inventory, letting you share your progress, in-game currencies, and items across all platforms. For more details on cross-progression specifically, head out to our dedicated article on the topic: {LINK REMOVED}https://rainbow6.com/crossprogression

If you need any assistance with your Ubisoft account, reach out to the {LINK REMOVED}Ubisoft Support.

Kompletter Artikel: Y7S4 CROSSPLAY UPDATE


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



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.





  • Normalized movement speed while ADS
  • All operators will move at 2.34 m/s – current movement speed of a 3 armor operator – while aiming down sights (2 speed from 2.6 m/s and 3 speed from 2.73 m/s)

Every operator will now move at the same speed while aiming down sights. With this change, fast operators will still get around the map more quickly and heavy operators will tank more damage, but both should be on equal terms when taking on a fight and looking for the headshot. The relationship between speed and armor has always been a bit unbalanced. Speed is beneficial in every situation and has a direct impact on your performance, but armor lacks the same effect when a single headshot can kill you. This means that slow operators are always at a disadvantage during a gunfight when both players have good aim. This change should even the field.

  • Precision when shooting from the hip will always be the same regardless of the operator’s stance. The current precision while standing will be the default.

We are also changing hip fire precision. As mentioned during the announced recoil changes, we want to reward precision and though sometimes useful, shooting from the hip has a strong reliance on luck. When you pair it with an operator going prone, it feels far less tactical than we’d like. So, we have decided to normalize precision regardless of the operator’s position.



  • Removed 1.5x sight from MX4 Storm
  • The Prisma is no longer detected as an operator when thrown outside of the building.

The Mx4 Storm with the 1.5x sight is a very fun weapon to use, and having an agile operator paired with it is a refreshing and interesting way to dethrone Jager’s high presence. But Alibi’s presence is going up too fast and her KD is also too high, so we will remove the sight. Its use has already achieved the original goal of putting Alibi into the spotlight, as we always saw her as a hidden gem. We do not expect her to go back to her presence in Y6S2 (5%) and we hope she remains a fun operator to include more frequently in your defensive setups.

By removing the outside functionality from the Prisma, we can stop the annoyance and stress of attackers having the warning message on screen all the time. Alibi’s other passive ability, which hides operators’ identities when outside of the building, isn’t as frustrating and makes her fun to use, so it will remain.



  • Speed: 1 (from 2)
  • Armor: 3 (from 2)

By reducing her speed, we want to limit the amount of destruction she can cause as the only resource she has to manage is time. We think this change can make it more challenging to leverage the instant destruction of hatches and barricades, as she will move slower.



  • Speed: 3 (from 2)
  • Armor: 1 (from 2)

With her arsenal, having the DMR and the BOSG, Dokkaebi is normally dedicated to holding long angles. She’s used to being far from the action and may need to do long rotations to join her teammates. Additionally, picking up a defender’s phone can force her to completely change her approach, and rotate to the other side of the building to leverage the camera hacking. We expect the extra speed to help her in these situations.

Usually, 3-speed operators have a very aggressive playstyle, but Dokkaebi being limited to the SMG-12 and C75 for close range, reinforces her passive strengths and you will always have better options for aggression.


  • Speed: 2 (from 1)
  • Armor: 2 (from 3)

The added speed will let Echo relocate faster and help teammates with the Yokai drones. At the end of around his ability can be very decisive, as he can win it by himself without having to shoot a single bullet, but the reduction in health will force him to be more careful when taking fights in order to survive that long.

  • Speed: 2 (from 3)
  • Armor: 2 (from 1)

We buffed the recoil of the Scorpion EVO 3 in Y7S3.0 to align it with the new direction, and that made the weapon more useful at all ranges. But her previous speed paired with the strength of her Grzmot Mines, urged us to do something before she becomes an issue. We prefer to be a bit cautious with an operator with this record.

  • Speed: 1 (from 3)
  • Armor: 3 (from 1)

The Banshee is always a useful gadget. Even if it doesn’t trigger, it gives you the information that nobody is coming from that direction. We want Melusi to be more aware of them to leverage their strengths. So, she will be slower and need to stay close to react to any activation. Additionally, the extra health can help her survive more fights around the Banshees or play in close quarters with the shotgun.

  • Speed: 1 (from 2)
  • Armor: 3 (from 2)

We want to reinforce the use of the shotgun in low ELOs to help with prep at the site. The extra health will make close-range engagements more appealing and help him survive fights.

  • Speed: 1 (from 2)
  • Armor: 3 (from 2)

Osa only exposes her limbs while holding the Talon-8 Shield, and she is vulnerable when pushing behind it as she cannot fight back without exposing herself. The extra health may help her survive an engagement while the shield is equipped, and get back to safety, to equip the weapon or wait for a teammate, to push again.

  • Speed: 3 (from 1)
  • Armor: 1 (from 3)

While being a 3 armor operator helps to tank more damage when trying to push behind the R.O.U. Projector screen it primarily served as an opportunity to add more variety to the attacking line-up. We believe that Sens will fit better as a 3 speed operator. This change may help them execute faster and follow the R.O.U. Projector closer to leverage its potential.

  • Speed: 1 (from 2)
  • Armor: 3 (from 2)

With this change, we intend to make Sledge play a bit more carefully. Currently, when he takes control of an above floor, he feels free to destroy a lot without facing too much opposition. The slower movement will reduce the reaction time allotted to run away from Nitro Cells and the extra noise will make it easier to punish predictable players. On the other hand, the added health may help him survive less accurate explosions.

  • Speed: 1 (from 2)
  • Armor: 3 (from 2)

We considered a rework for some time but decided to release the EMP impact grenade to see its effect on the game and on Thatcher’s ban rate, before reevaluating his possible rework down the road. It’s still too early to see all the effects of the new gadget, but we can still make some small changes to combat his high ban rate.

By making him a bit slower, he will need more time to rotate after using all his resources to open walls at the beginning of a round. This may make him less ban worthy if players aren’t interested in playing him in every situation.

  • Speed: 2 (from 3)
  • Armor: 2 (from 1)

Thunderbird maintains a high presence on console despite the changes to the Spear.308 in the previous season. Rather than touch the weapon again, we will reduce her speed to encourage more passive play near the Kona Stations. More health also means more opportunities to leverage her gadget and play as an anchor.

  • Speed: 3 (from 2)
  • Armor: 1 (from 2)

Zero has a lot of work to do to create his camera network and can easily spend an entire round trying to properly place cameras. His speed increase should shorten the set-up time and allow attackers to leverage all the information gathered by them before the final execution. The health reduction will make this work more dangerous however, as he will be vulnerable with the Argus Launcher equipped and will resist fewer bullets.

  • Speed: 1 (from 2)
  • Armor: 3 (from 2)

Zofia has a very strong loadout with 4 projectiles and access to an LMG, which isn’t as strong as before but remains a good option. Basically, she can do everything on her own. We do not want to change that, as having more autonomous operators can make things more agile for the attacking team, but we can slow her down. Additionally, it should better differentiate her from Ash, as both have always been quite similar.


AK-12 (ACE & FUZE)

  • Damage: Reduce to 40 (from 45).

The AK-12 is one of the highest damage per second weapons, which makes Ace powerful in the breaching and fragging departments. We want to align him with the other hard breachers, who are more balanced utility-wise. We think the recoil is challenging enough for now so we will reduce the damage to directly affect the DPS.

This change will also affect Fuze, but we do not expect it to have the same effect on him.


  • Magazine: Increase capacity to 30 bullets (from 25 bullets).

With the introduction of the new recoil patterns, and more precisely, how the recoil intensity increases over the duration of the burst, we have considered that the previous magazine change of 25 bullets from 30 is no longer needed. Having a bigger magazine will make the weapon more comfortable to use.
With the aggressive meta we have right now, it is difficult for Jackal to search and take down multiple roamers. We expect this change will help him when facing several defenders in a row.


  • Vertical recoil : Increased upward speed.
  • Horizontal recoil : Increased general spread with slight tendency to the left.

Suppressors across all weapons have seen an increase in usage of about 10% since the release of Y7S3.0, where we removed damage penalization. This is within the limits we were targeting. We expected to have outliers that would need adjustments after the change, and the FMG 9 is the first that has appeared.
Nokk’s ability synergizes well with the silencer, therefore a higher silencer pick rate is not concerning. The current values show us that the FMG 9 may be too easy to pair with this attachment. So, we will make using this combination more challenging, especially at long range, by increasing both vertical and horizontal recoil.

6P41 (FINKA & FUZE) [console]

  • First bullet kick: Intensity increased.
  • Vertical recoil: Increased upward speed.

One of the objectives of the recoil changes were to adjust the power of LMGs. This was effective on PC but not as much on consoles. So, we are going to increase the intensity of the 6P41’s recoil by another step.

LMG-E (ZOFIA) [console]

  • First bullet kick: Intensity increased.
  • Vertical recoil: Increased upward speed.

Even with changes in the pick rates between Zofia’s weapons, the shift can mostly be attributed to the M762 buff rather than the LMG-E nerf. The slow increase in the LMG-E’s pick rate shows players realizing that it’s still better. So, recoil will be increased to bring it in line.


  • Friendly Fire: Disabled during prep phase.

This is a change made mostly for player comfort and should prevent accidental ally damage when opening rotation paths or hunting enemy drones. It should also address some instances of griefing and toxicity known to occur in that phase.