The “Designer’s Notes” series will provide you with insight into our Balancing team’s thoughts on Operator balancing around the middle of each Season. These will come after we have reviewed the data and feedback from the new Operators and changes. We are hosting an AMA on our subreddit starting at 2:00pm EDT (April 24th). After reading these changes, please head here[redd.it] to ask your questions!
We utilize data and player feedback to make decisions on adjustments. With that in mind, we wanted to share some of the data they have been looking at for our various Operators. The following charts plot the power (Win Delta) and popularity (Pick Rate) of the Operators on Attack and Defense. The Win Delta is the average win ratio when an Operator is picked minus the average win ratio when an Operator is not picked.
Our data indicates that Lion is currently too strong. He is close to 100% pick in Pro League, and his win delta is too high in Ranked as well. We have also observed feedback stating that he was not fun to play against. As such, our Balancing team has been looking at a few changes to bring him in line with other Attackers.
If you are detected by Lion’s Scan, it will stop displaying your outline as long as you are not moving. This has two main consequences:
If detected and a player stops moving, the outline will no longer appear – Attackers may know where you are, but you will be able to change your stance without them knowing.
If detected very briefly, it will be more difficult for Attackers to locate your position.
This is only a first step to give Defenders more options of counter-play against Lion’s detection. We are still looking into improving how Lion’s detection works and your feedback will help us get a better idea of how to proceed.
SCAN CHARGES AND COOLDOWN
We will be reducing the number of charges from 3 to 2, and increasing the cooldown between each charge from 10 to 20 seconds. We want to force players to make a more careful choice when they want to trigger Lion’s Scan. Players are currently able to chain the scans too much during crucial moments.
Jäger’s Magpies will no longer destroy Hibana’s X-KAIROS pellets. We have disabled that interaction, so that she cannot deny Jäger’s Magpie system so efficiently.
A single shot from the X-KAIROS launcher is able to deplete the charges from multiple Magpies without the large utility cost for the Attacking team. This contributes to Hibana’s overall utility, and thus increases her pick rate. Removing this interaction will drive teams to utilize more of their utility in order to maneuver around Jäger’s Magpie systems.
We are looking for ways to make Blitz fun to play without making him frustrating to play against.
As such, Blitz’s shield flash range is being reduced from 8 meters to 5 meters. He will also have fewer charges, from 5 to 4.
The Y3S1 Blitz change has brought his pick rate closer to the average, but his win delta remains too high. Reducing his flashing power is a first step in that direction. We are looking into ways to give Defenders more options to counter him at melee range, but that will take more time.
We are altering how players use the Electronic Rendering Cloak. It will now deplete its charge in 12 seconds, as opposed to 30 seconds. It will now refill in half the time, from 12 seconds to 6 seconds.
Following the nerf to Ela, Vigil has risen to the top of the pack and has become one of the strongest roamers in the game. This change will challenge Vigil player’s resource management, and require more skillful use to remain effective. We plan to keep an eye on his load out (weapons in particular) moving forward.
Hibana will be losing her Claymore, and receiving a Breaching Charge.
She is picked too often in Pro and Ranked play. This is because she brings crucial utility to the Attackers. She is better at gunfights than Thermite, but we want to adjust her utility before touching her weapons. Thermite will be the only hard breacher with a Claymore, and we expect this swap will rebalance their popularity. There may be more changes in the future, but we would like to keep an eye on the impact of this utility change first.
We are swapping out Ying’s Smoke Grenades for a Claymore.
She is currently too strong in highly organized groups, and too weak in high level Ranked matches. This change, coupled with the LMG changes, will make her a more balanced choice in both contexts.
Globally, LMGs are too weak right now. We made a pass on their damage to normalize it against their generally low rate of fire. We will also review their recoil once we have implemented the new recoil system.
Our data indicates that Finka’s win rate is too high right now. We want to take some time to investigate why that is before making any changes. Our focus will be to study the effects of her recoil reduction, speed boost through barbed wire, and health boost. For the speed and health boost, we will need more data to ensure that we are making the right adjustments. For Recoil, we do not want to change it before the implementation of the new recoil system. Doing so would result in clouded data and feedback.
Ela is currently in a much better place. The data indicates that she has an acceptable pick and win rate. We do not foresee any more changes being necessary in the short term, but will keep an eye on her.
UNIQUE OPERATOR GADGETS
Our team learned a lot from the test server and iterations on Blitz’s changes. One of our key takeaways being a clarification on priorities.
When an Operator’s core gameplay varies from your typical Siege gunplay, it is particularly difficult to handle balancing wise – with Shield Operators and Glaz being the best examples.
We will keep trying to make each Operator a viable choice, but we recognize that this cannot be done at the cost of players’ enjoyment. If we see that increasing an Operator’s pick rate while keeping their current mechanics is frustrating, we will look for other ways to make changes.
We have seen player feedback that the META currently feels faster than it has in the past. The average round length has gone from 2:24 to 2:15. We expect that the nerf to Lion will have an impact on how the META feels, and the length of rounds.
To ensure that your questions from these changes are answered, our balancing team will be participating in an AMA on our subreddit starting at 2:00pm EDT, April 24th. Please head here to ask them your questions! We look forward to seeing you there.
Toxicity management is a priority we will be focusing on as a team over the next few years, and we have a few different ways we plan on dealing with it. Our end goal is to track negative player behavior, manage those that behave poorly, and eventually implement features that will encourage players to improve their behavior.
We have been working on some short-term changes that will quickly have an impact, such as chat improvements, and team kill tracking.
We are currently tracking the frequency at which racial or homophobic slurs are used by individual players, and will be applying bans with increasing severity on a case-by-case basis.
This is clearly outlined in the following section of the Code of Conduct[rainbow6.ubisoft.com]:
“Any language or content deemed illegal, dangerous, threatening, abusive, obscene, vulgar, defamatory, hateful, racist, sexist, ethically offensive or constituting harassment is forbidden.”
The bans for this will fall within the following durations, depending on severity:
*Please note that this is not a strict progression of bans. Particularly egregious offenders can be permanently banned without a warning, 2, 7, or 15 day ban being applied beforehand.
Mute Text Chat Function
ETA: Season 3
We want to put more power in our player’s hands to manage their own online experience. As such, giving you direct control over communication channels is important. We are working on allowing players to mute players individually for each player in the game. For example, you can mute the text chat of player A, the voice chat of player B, text and voice for player C, and neither for player D.
ETA: Season 3
Our team is working on the creation of an automated system that will censor text chat in game based on a chat filter list. This will replace words that have been identified as offensive and provide players with a notification that their language was found to be unacceptable. We will also be tracking the number of times players trigger this filter and will take action as necessary for players that are intentionally having a negative impact on other player’s gaming experience.
ETA: Season 2
Intentional team killing is an issue in Rainbow Six, and our current method of addressing it is being improved. The goal is to track long term offenders across multiple games and sessions that slip through the cracks of our current team kill detection system. We cannot provide too many details on this, as it will lead to exploiting.
These short-term changes will begin to address toxicity, but we do not plan to stop there. We are serious about tackling the issues surrounding the potential for a negative player experience, and we will share any further changes with you prior to their implementation. We are interested in hearing your thoughts, and gathering your feedback! Please jump into the discussion on the subreddit and let us know what you think.
Our recoil system currently has a flaw, primarily affecting fully automatic weapons, that occasionally causes bullets to diverge from where the reticle is pointing. We will be fixing it by making changes to how our recoil mechanic works and we will be deploying this during the next test on the Test Server. The goal is to offer a clean, tight shooting system that does not cheat players out of a great show of skill, or on the contrary, register a headshot when the player is aiming at the torso.
We prototyped several technical solutions to correct the issue over the last year, but they all had significant drawbacks. We were not comfortable moving forward with the majority of those solutions. The solution we landed on shifted how recoils behave, making them trivial to control so all recoils had to be re-done in the new system. We tested some major adjustments to the foundations of the recoil equation on the TTS in September 2017[rainbow6.ubisoft.com]TTS in September 2017. Following feedback from that Test Server session, we changed how we were going to go about addressing the issue. As such, we have moved away from predictable recoil patterns, and found another solution that does not involve predictable recoil.
You can take a look at the comparison between the current recoil and the recoil that will be tested on the Test Server here[ubistatic19-a.akamaihd.net]!
With this new direction, we have made an effort to ensure that each weapon feels as close to the original recoil as possible. We have worked hard at trying to match the unique shooting feel of Siege by firing tens of thousands of bullets and switching back and forth between the two systems, alternating between the two and iterating to bring the new recoils closer to their live counterpart.
These changes will be live on the next phase of the Test Server, and we are eagerly awaiting your feedback. Please jump into the discussion and let us know your thoughts on the Test Server subreddit here, or on the main subreddit here!
The first patch after the season launches is generally a much lighter patch. As such, you will not see the same level of fixes as a Season launch. Patch Y3S1.1 deploys on all platforms on Wednesday, March 21st.
Fixed – The operator can be invisible for all users or have a different BDU equipped instead of the selected one when switching operator at the last moment.
Fixed – All equipped weapon skins, charms, uniforms and headgear (except those awarded by the Season Pass) are reset to default after losing connectivity.
Fixed – R6 Credits are not received after buying them from Shop.
Fixed – The Starter Pack discount pop up for Blitz cannot be closed.
Fixed – Player loose access to Operator from Starter Edition bundles when purchasing Standard Edition.
Fixed – The play ranked button can be selected for a second after a user below clearance level 20 join the squad.
Fixed – The Gold Skin for Hibana’s P229 is corrupted.
Fixed – Text overlaps the preview Operator image in Highlights tab from the Shop Menu.
Fixed – While wearing the Sidewinder Elite uniform, Ash’s eyes will be slightly misaligned in the MVP screen.
Fixed – When the Hostage is DBNO before escort, there is no "revive" icon or timer.
Fixed – Occasionally, in poor network conditions, Hostage can remain stuck if it enters DBNO while being pick up by a player.
Fixed – He Grunt Chibi is stuck to the magazine while reloading.
Fixed – Drone can be placed inside walls of plane from 3F cockpit stairs on Plane.
Fixed – During the intro cinematic, the hands of the right-most operator will be misaligned with the weapon.
Fixed – If a player leaves the sessions during the transition from Part A to Part B, shaders do not load properly
Fixed – Buck cannot refill his Skeleton Key while holding the secondary weapon.
Fixed – Outbreak Collection icon is missing from Ash’s Operator Card when equipping the Black Viper Elite.
Fixed – Incorrect victory pose model is shown for the Ash Black Viper Elite in the Collection menu.
Fixed – Some operators have the Outbreak load out in the Operator screen.
Fixed – The Outbreak Collection button does not work.
Fixed – Operator’s voice lines are not heard, nor subtitles displayed, when starting the game in a language different from English.
Fixed – After using all the ammo on the turret, it can’t be picked up or interacted with, losing all of its functionality.
On March 14th, we will be releasing our next update, New Assignment. This update will be available on PC, PlayStation®4, and Xbox One. The size of the patch will be 4 GB on Steam, 15 GB on Uplay and up to 15 GB on consoles depending on your version. Please note that you will need to restart and update your platform to be able to play online.
New Assignment will bring a range of new content to Ghost War, including three new classes, Trapper, Stalker and Guerrilla. We have also introduced a new map-voting tool, allowing players to vote for one of three possible maps at the start of every match. We have also added two new maps, Refinery and Cliffside, for Extraction mode.
This industrial factory is the largest cocaine lab in Bolivia. With a large defender area and multiple pathways, this map allows for varied gameplay and extraction approaches.
Once a Rebel stronghold, this village is now under the watch of the Santa Blanca. With tall buildings and snipping vantage points, Cliffside offers new tactics for Extraction mode.
For our Campaign mode, we have exclusively added more Fallen Ghosts weapons. Additionally, our Rainbow Six Siege Icons can be now collected via both our Ghost War and Spec Ops Crates, meaning they are available for customization in Ghost War as well as our Campaign.
We have introduced three new classes: Trapper, Stalker, and Guerrilla. All of them are available through the Season Pass and the Ghost War Pass, and can also be purchased with Prestige Credits.
The Trapper is a Marksman that has both a passive ability and an active one. The passive ability permanently marks downed enemies on the HUD and map for all teammates. His active ability lets him place knock-out gas traps from a distance, damaging and stunning enemies that enter their area of effect.
The Stalker is a Marksman class that has two passive abilities. Enemies beyond a certain distance will not hear her shots or see any sound markers. Also, enemies marked by the Stalker do not receive any notification, as long as no other players mark them. These abilities allow the Stalker to quietly follow her prey from long-range before silently taking them out.
The Guerrilla is a Support class with a drone that can shoot smoke grenades. All players inside of the smoke radius are occluded, meaning they become unmarked if they were marked, and additionally, drones, aiming or binoculars cannot mark them. The smoke can have many tactical uses, from creating a safe cover to reviving downed teammates and to temporarily blinding an enemy sniper.
We have added two new maps, Refinery and Cliffside, to the Extraction game mode. Both of these maps are now available in Quickplay, Ranked, and Custom Matches.
We have introduced a new feature that allows players to vote for one of three possible maps, each from a different game mode, at the start of every new match. The voting process only takes 15 seconds, and players can see details for each map, including game mode, time of day and weather settings. Map voting is available for both Quickplay and Ranked.
Ghost War | Updates
Tech: The Tech’s jammer will not appear on the HUD for the enemy team anymore, as this was giving away the Tech’s position. Now the Tech can safely place a jammer without being exposed.
Mine Defusing: We have introduced the ability for players to defuse enemy mines. By approaching the mine while prone, the mine’s detonation range is reduced, allowing you to safely get closer to the mine until the "defuse" prompt appears. Defusing a mine will remove it without alerting its owner.
Ruins Map: We have reworked the Ruins map to improve its balance. The playable area has been expanded, we added more cover for crossing certain key locations and we relocated most objects on the map, including the spawn locations.
Institute Map: We changed the Attackers spawn position to add more variety to the map, and moved the hostage cages closer to each other so the Defenders team can move faster from one hostage to the other.
Penalties: Penalty timeouts have been reduced, as they were too long and severely punished players who were experiencing connection issues.
Prestige Credits: There was a big discrepancy between players with high Prestige level and players with low Prestige level, concerning the amount of Prestige Credits they earned per level-up. To address this, we now award a flat value of 215 Prestige Credits, no matter the Prestige level (the total sum remains the same). We also gave players the extra amount of Prestige Credits they should have earned with this new system in place, so that everyone now has the correct amount.
New Tutorial Info: Our tutorials have been updated to include changes to existing features and the introduction of our new classes. Knowledge is power, so make sure you read them!
Fixed an issue where a Player would spawn with his Camera view on the enemy’s side.
Fixed an issue with the missing sound for a marked Hostage.
Fixed an issue with a Russian wrongly translated word on the Victory screen.
Fixed an issue with some words not being localized on the Ranked Season End pop-up.
Fixed an issue with the Total Time Played, from the Stats page, not showing properly for the Users with a high amount of played time.
Fixed an issue with a word from the Stats page not being translated.
Fixed an issue where the Users couldn’t be marked when looked at through a window from a Gas Station on the Urban Incursion map.
Fixed an issue with a message not being displayed when a Defender would make a First Blood on an enemy Player holding the Hostage.
Fixed an issue with the "Current rank league", from the Stats page, not being reset when a new season starts.
Fixed an issue with the Jammer icon not showing properly after a Host Migration.
Fixed an issue where the Ping icon on the HUD would now be grayed-out during cooldown.
Fixed an issue with a no-functionality "Cancel Search" button appearing during a Loading Screen.
Fixed an issue where the unlocking cage animation played twice when opened by a Pathfinder.
Fixed an issue where the Ranked-tutorial page wasn’t displaying the updated information regarding the Placement Matches.
Fixed an issue with a message not correctly informing the Party Leader when leaving a Ranked match with his squad.
Fixed an issue where the User wasn’t notified, regarding his Rank, after completing the placement rounds.
Fixed an issue where the Diversionist’s Drone was automatically marked on the HQ App.
Fixed an issue where the Hostage would have a looping animation after the Attacked was killed while grabbing him.
Fixed an issue with some reinforced windows through which only the 1st throwable passed.
Fixed an issue with a building, from the Institute map, with faulty collision.
Fixed an issue where the Players that abandoned a match during "Probation Time" wouldn’t get penalized.
Fixed an issue with the Pathfinder not being marked via binoculars.
Fixed an issue with some text overlapping, on various localizations, on the Battle Crates page.
Fixed an issue where some Party members would not be able to search for a Quickplay/Ranked match.
Fixed some clipping issues occurring when the Tracker t-shirt was equipped, by female characters, underneath vests.
Fixed an issue where the User would accidentally Ping when clicking on the Notification button from the Tacmap.
Fixed some text overlapping issues, on the Progression page, on various localizations.
Fixed an issue with some of the words, from the Stats page, not being translated into Italian.
Fixed an issue with Users playing on the same side, twice in a row, if a Player would leave in a certain moment.
Fixed an issue, on the Extraction mode, where the Hostage-Cage icons were not properly shown on the HUD.
Fixed an issue where the Users couldn’t Ping anymore after being revived by the Medic’s Drone.
Fixed an issue with the M16’s SFX volume being too low.
Fixed an issue where the User would receive a "Rank Up!" notification even when his rank remains unchanged.
Fixed an issue where the Hostage would end up stuck when captured from atop of some objects.
Fixed an issue where some of the Players were seeing an incorrect score at the end of a match.
Fixed an issue regarding the flow of the game when a Player is disconnected at the beginning of a Ranked session.
Fixed an issue with the round time notification sound being played for the Defender team on Extraction mode.
Fixed an issue with Players not being able to open the TacMap and the Pause Menu after a network disconnection.
Fixed an issue with the minimap not showing the Drone’s location when a Player spectates it.
Fixed an issue in Institute where Players were able to clip through one of the walls in the main building.
Fixed an issue in Oil Rush were bullets would act unpredictably near pillars.
Fixed an issue in Sub Factory where Players could fall from the upper gameplay area down to the lower tunnel area and get stuck.
Fixed an issue with some Arabian text-color settings appearing on one of the Tutorial pages.
Fixed an issue with a Keyboard button not appearing on the Character Customization page.
Fixed an issue that caused some players to remain stuck on Loading Screens if a Host Migration occurred during the Loadout page.
Fixed an issue on the Battle Crates page with the ESC button not being clickable.
XB1 & PS4:
Fixed an issue where the Ghost Profile was not being properly loaded.
Campaign | New Content
1st Anniversary Rewards
All players will receive an in-game t-shirt and patch to celebrate our 1st year anniversary. Players can access this gift in the Ubisoft Club.
Campaign | Updates
Fallen Ghosts Weapons: In our Extended Ops update, we made the Fallen Ghosts weapons pack from Ghost War available in our Campaign mode. With our New Assignment update, we have added even more Fallen Ghosts weapons exclusively to our Campaign. You can see the full weapons list here.
Please note, these weapons will be unlocked for free for players with the Fallen Ghosts DLC. Alternatively, these weapons are purchasable via our in-game store.
Battle Crate Icons: Battle Crate Icons, such as our Rainbow Six Siege Icons, can now be collected via our Ghost War and Spec Ops Crates. This means you can now customize your Ghost with Battle Crate Icons in both Ghost War and Campaign modes. Additionally, any Icons collected via Ghost War Crates before this update, are available for customization in our Campaign mode too. More information on our Battle Crates can be found here.
Fixed some display issues with the Fallen Ghosts weapons in the Campaign Loadout.
Thank you so much, Ghosts, for your continuous support and feedback on Ghost Recon Wildlands. Please let us know your thoughts on this latest update on our official forums[forums.ubi.com], and on Reddit.
To learn more about Tom Clancy’s Ghost Recon Wildlands, please keep an eye on ghostrecon.com and visit our official Facebook profile. We invite you to join the discussion on Twitter using @GhostRecon and on our official forums and Ghost Recon Discord channel.
To keep track of your stats and find other Ghosts to join your taskforce, log in to the Ghost Recon Network and download the Ghost Recon HQ App.
It’s been several months since we’ve last heard about Ready or Not, the ambitious Rainbow Six-like shooter from developer Void Interactive. Despite this lengthy silence, the studio assures that development is progressing steadily, and now it has shared some more progress details about the game.
Like the Rainbow Six and SWAT series, Ready or Not is a tactical police shooter that puts players in the role of an “elite SWAT team tasked with defusing hostile situations in intense, claustrophobic environments.” Void hopes to set it apart from similar titles with its emphasis on realism, which extends to all facets of the game, particularly its animation and AI.
“For the last year, we’ve been writing Suspect and SWAT AI that will challenge the player and act realistically,” Void said on its blog. “Our suspect AI can be surprisingly spontaneous and very lethal. For example, failure to restrain a suspect may result in them getting up when the SWAT are no longer around, and finding something to defend themselves with. Players will have to be strategic and mindful of their surroundings, and use the tools provided to ensure rooms are safe before and during entry.”
Void also shared several brief gameplay clips of Ready or Not, showcasing the game’s animations and various systems. Most notably, the developer has expanded the reload system; on top of being able to swap magazines by pressing the reload key, players will be able to double-tap the same key to perform a quick-reload. “This will quickly eject the mag to the floor and allows players to quickly resume combat in the event they can’t afford to waste time replacing magazines in their kit,” Void says.
In terms of the kinds of items players will find in their kits, Ready or Not features four types of grenades: the Flashbang, CS-Gas, Stingball, and the Nine-Bang. Void says that each one fills a particular role and can be thrown both overhand and underhand. Some grenade effects can also be mitigated if players have a particular item equipped.
You can read the latest details about Ready or Not on the game’s blog. Void hasn’t announced a release date for the title or the full list of platforms it will support, but it is at the very least coming to PC. The developer has teased it will show off more features from the game in an upcoming gameplay trailer; in the meantime, you can watch Ready or Not’s initial reveal trailer at the top of this story.
Two new Operators and an entirely new game mode are now available in Rainbow Six Siege. The Operators, Finka and Lion, bring new gadgets with the power to affect their allies and enemies no matter where they are on the map. These abilities are set to shake things up in competitive multiplayer, but they can also be used to great effect in Outbreak. Check out the first video to see Finka and Lion’s gadgets in action.
The Operation Chimera Operators are available now for Year 3 Season Pass holders, and they will become available for purchase in-game using Renown or R6 Credits on March 13th.
Outbreak is a imited time co-op event in which teams of up to three players face off against hordes of deadly enemies mutated by an alien parasite in order to discover the truth behind the infestation, it will be available for free to all Siege owners from March 6 to April 3.
Check out some Outbreak starter tips to survive with your team of 3!
In Operation Chimera, two new Operators join Team Rainbow to help contain a mysterious parasite infection that hit a small town in New Mexico. To safeguard the perimeter, Six selected the most qualified biohazard specialists in the world: Lion and Finka.
2 NEW OPERATORS
From France and Russia respectively, the hot zone Operators Lion and Finka are veterans of numerous conflicts involving bio-chemical threats. They join Team Rainbow to create a CBRN Threat unit, which will provide tactical gear and expertise to quell biological hazards.
After a space capsule crashed in New Mexico, an Outbreak and a surge of violence forced the authorities to establish a Quarantine Zone around Truth or Consequences.
The whole town was infected with an alien parasite, which triggered aggressive mutations in the residents. This parasite is highly adaptable, able to mutate into dangerous five lethal types of Infected.
The Quarantine Zone is the only thing keeping this Outbreak contained, but it will not last. If the parasite gets out, the resulting death toll would reach unprecedented numbers.
Outbreak challenges you to step up to the plate. Go on the offensive and venture inside the Quarantine Zone to contain the infection threatening to spread across North America. Explore our three new maps with your squad and survive hordes of hostiles to identity the source of the parasite.
This limited-time event will be held from March 6th to April 3rd 2018. We invite you to play Outbreak on our Technical Test Server starting on February 20th.
Outbreak will be made available periodically throughout the TTS phase, allowing us time to improve and implement fixes as necessary.
THREE PLAYER COOP GAMEPLAY
Outbreak’s three player coop mode will force you to revisit your strategies and push you to rely on teammates like never before. The infected hostiles outnumber you on every front, and your only way out alive is through innovative tactics that will give you an edge.
Your team will be composed of three of the following Operators: Ash, Tachanka, Doc, Smoke, Buck, Kapkan, Glaz, Ying, Finka, Lion and Recruit.
The loadout of Outbreak Operators will also be tweaked to incorporate gadgets that favor melee combat. The flashbangs will allow for special takedown combinations, and smoke grenades will encourage chaos that will thin out your enemies. Outbreak will bring the tension of CQC to another level.
FIVE TYPES OF INFECTED HOSTILES
GRUNTS Grunts are common hostile that become highly resistant when the parasite detects an enemy presence. To protect its host, the parasite armors its body and becomes more resistant to bullet wounds. They will try to surround you, and flank you from the sides. Caution and stealth is recommended.
BREACHERS Breachers are proximity bombs that crater anything in their path. They make for a very agile opponent, but they launch themselves into the fray and blow holes in indestructible walls. Make sure you are nowhere close to them.
ROOTERS Rooters are a rarer type of hostile. They send out coral spikes from the ground to injure and immobilize their targets. Rooters are always on the move and will keep you on edge. Beware when dealing them the final blow; they become extremely lethal when on the brink of death.
SMASHERS Smashers are not discreet. The parasite reinforces its body under a massively thick hide, making it practically impervious to bullet wounds. They can also tear down walls without suffering any injuries. Most weapons are ineffective against them so be wary, their goal is to split you up from your teammates.
APEX Apex is at the top of the hostile food chain. It sends waves of hostiles your way rather than attack you head-on. They can hurl blinding projectiles, which can only be countered by Finka and Doc. This opponent is a real test on your team’s communication skills. To succeed you must eliminate the growing number of hostiles while hunting down the Apex.
THREE NEW COOP LEVELS
RESORT In Resort, you are dropped in the streets of Truth or Consequences for an insertion operation. You must breach an ageing resort heavily infested with hostile. According to our intel, the parasites are building a nursery. Foray into treacherous crevices and course through a kitsch décor crawling with hostile vacationers.
HOSPITAL Hospital offers an elaborate hostage rescue operation, which is located deep in infested territory. The grim and narrow hallways set the stage for CQC tactics. The risk is worth it, though. The doctor trapped inside the hospital may be key to providing a cure.
JUNKYARD The latest intel leads to a private property situated on the outskirts of Truth or Consequences. Junkyard offers an open outdoor setting with unique obstacles to keep you and your team vulnerable. Make a firm stand as waves of hostiles try to protect the heart of the infection.
The Outbreak Collection contains 50 cosmetic items of Rare, Epic and Legendary quality. There are a total of 50 unique items, including weapons skins, headgears, uniforms, charms and a unique Elite Uniform.
There are no duplicates.
Get 4 packs just by connecting to the event. Available only from March 6th to April 3rd, 2018. You can also get 10 packs with the Advanced Edition, Y3 Gold Edition, or the Y3 Complete Edition. The remaining packs can be purchased with R6 credits during the Outbreak Event.
ASH ELITE SET
CHIMERA WEAPON SKINS
For Operation Chimera, we’re rolling out two new seasonal weapon skins. Once unlocked, these skins can be applied on all available weapons until the end of the Season. The Rusty Trigger weapon skins come straight from the hotzones to give you that hazardous junkyard look without catching the infection. The Ancestral Southwest seasonal weapon skins bring New Mexico’s rich culture to your fingertips.
Also, keep your eyes peeled for new content available in our Alpha Packs.
YEAR 3 PASS
We are thrilled to launch another year of Rainbow Six Siege content with our Year 3 Pass. Your continuous support is essential as it drives us forward, and ensures our longevity.
As a thank you gift to Year 2 Pass owners who renew their Pass for Year 3, we offer 600 additional R6 credits. Follow the link below for a detailed list of everything included in Tom Clancy’s Rainbow Six® Siege Year 3 Season Pass.
ELA We are going to continue building on our previous adjustments to Ela by making more substantial changes this Season. She is still too powerful and, logically, picked way too often. This is mostly because of her SMG still being too strong. As such, we are going to be making the following changes:
Increased recoil The recoil will be harder to control. It will pull harder on the camera, and the maximum amount of kick (max diamond size) is bigger.
Damage Reduced The damage is lowered from 28 to 23, to better take the high rate of fire into account
Our objective is that she remains efficient at taking fights at short distances when getting pushed by attackers, but is at a clear disadvantage when taking medium to long range fights versus assault rifles with ACOGs.
Loadout Changes A deployable shield will replace her impact grenades. As many of you identified, she was too good at doing all the roaming work by herself: preparing rotations, being warned by Concussion mines, and of course killing with her SMG. This loadout change will force her to rely on teammates for rotation holes, or to pick the shotgun if she wants to do them herself.
KAPKAN Impact grenades will replace Kapkan’s barbed wires. He already has a lot to do in preparation phase to set his traps up – having impact grenades for faster rotations is a better fit for his playstyle.
BLITZ Blitz has been working out, and will now be a 2 speed / 2 armor operator. The previous rework of Blitz that let him sprint while holding his shield had a positive impact on his popularity, but he is still at the bottom of the pack. We believe making Blitz faster is the next logical step to making him a more attractive choice and help him close the gap, as he really shines when he manages to get in close quarter with isolated defenders.
GENERAL TWEAKS & IMPROVEMENTS
ROTATION DESYNC FOR DBNO PLAYERS In some instances, the server was rejecting shots to players in a DBNO (Down But Not Out) state. The reason for this was a desynchronization with the game server. After downing an enemy, you could see him rotating in one direction from your point of view, while on the server, their movement was completely different, and that is why some of your shots to DBNO targets would not register.
Rotation Desync for DBNO Players The image above shows the difference between what the player sees and what is happening on the server (in red). We have addressed this desync and your shots should now land properly and accurately on downed enemies.
RELOADING CHANGES Changes to ammo update timings When you reload your weapon there is always a point in the animation where your ammo count updates. We have overhauled the “key” moment where it happens during the animation. All weapons ammo updates are now slightly faster. They have been rationalized according to their animation. This should make reloading a lot more comfortable.
Interrupting tactical reload with going to ADS You can now interrupt a tactical reload (reloading with a round in still in the chamber) with aiming down the sights. Before you could only do it with sprint, but now if you are reloading and someone surprises you and you want to shoot, all you have to do is go to ADS and fire instantly with your remaining ammunition.
Reload resume points Missing reload resume points have been added to all weapons reloads. When you interrupt a full reload, if you have done certain steps (ie. Discarding the empty magazine) you won’t do that step again when resuming the reload animation.
Raw Input on PC We will be implementing a new input method on PC. This raw input option reads mouse/keyboard values directly from the hardware, without any post-processing. This may slightly improve the responsiveness of the mouse/keyboard during heavy load. This option can be found under Controls > Raw Input.
CASUAL PLAYLIST UPDATE We are removing Bartlett University from the Casual Playlist and adding Yacht back.
Ranked Playlist remains unchanged.
DEPLOYABLE SHIELD WALKING You can no longer walk on deployable shields. At any instant that an operator is considered walking on the shield, it will collapse on itself (be destroyed) and the shield is refunded in the inventory of the defender that placed it. That will prevent players from utilizing exploits by walking on a shield.
MELEE HIT VALIDATION Throughout last season, we collected your feedback regarding hit validation in general and melee hit validation in particular. Many of you have experienced how it feels to flank an enemy, approach from behind, land a clear knife hit, hear the audio, but not get the kill. We understand how frustrating it can be, that’s why in Patch 3.1 we have applied some tweaks and improvements that should make melee attacks much more reliable, and we are looking forward to receiving your feedback!
MAIN BUG FIXES
GAMEPLAY Fixed – The gadget crosshair will persist after switching to drone toss. Fixed – It is possible to hear Mute’s jammer even when standing very far away from it. Fixed – The barbwires’ slow down effect is still ongoing even after the player is no longer into the barbwire’s effective range, or when the barbwire is destroyed. Fixed – Resetting animation when switching views between one player standing up and one crouch. Fixed – Rubberbanding can happen after detaching from rappelling. Fixed – After scanning enemies, the distance to them might not be shown. Fixed – A player will not take damage when spamming crouch. Fixed – When the drone owner dies while controlling his drone, others can’t rotate the camera view of the dead player’s drone. Fixed – Following certain steps, it’s possible to have some gadgets out in a stance you normally can’t. Fixed – When the player interrupts the reload animation of the LFP586 revolver by switching weapons, then switches back to LFP586 and reloads again, there will be no new rounds loaded. Fixed – Operator’s body rotation is not replicated correctly when vaulting. Fixed – Moving once you hit the ground after entering a window in rappel will lock the character’s movement for a couple of seconds. Fixed – Operators can teleport if they remove a breaching charge while ending the rappel animation. Fixed – The "American Anarchy" headgear’s hairstyle slightly extends the hitbox upwards. Fixed – When friendly fire is off, drones don’t get destroyed by going out of bounds. Fixed – Players randomly die by falling during Multiplayer sessions.
BANDIT Fixed – The shock battery disappears when the barbwire it is placed on is destroyed.
BLITZ Fixed – Blitz’s first person animation is faster than third person animation when equipping his shield from the back.
DOC Fixed – Stim Pistol’s reticule turns blue when aiming at an attacker. Fixed – Doc is able to sprint and use his stim pistol without slowing down.
ECHO Fixed – Yokai drone can be placed in a door/window frame in a way that a barricade placed over, allows it to see and fire on both sides. Fixed – HUD will display "Kill assist" when a teammate kills a stunned player but will not count on the scoreboard.
ELA Fixed – The Grzmot mine can be deployed between wall panels causing the tip of the gadget to clip through the wall. Fixed – The laser under barrel is applied to the other side of the weapon in preview.
FUZE Fixed – The character can freeze while deploying the gadget from rappelling position.
HIBANA Fixed – Pellets stick incorrectly in the corner of some trapdoors. Fixed – When shooting at least two times before detonating, X-Kairos do not produce any sound in third person.
IQ Fixed – Deploying IQ’s gadget and entering Observation Mode at the same time causes the gadget to become opaque.
JÄGER Fixed – Jäger’s gadget floats in the air when placed in certain locations. Fixed – Jäger’s gadget clips through the wall when placed in certain locations.
LESION Fixed – The laser under barrel is applied to the other side of the weapon in preview.
MONTAGNE Fixed – Following certain steps, it is possible to have Montagne’s shield up while rappelling.
TACHANKA Fixed – Tachanka’s LMG shields are inconsistent, players can get shot through them in some instances.
VIGIL Fixed – Vigil’s ERC-7 is deactivated when climbing or descending ladders. Fixed – The laser under barrel is applied to the other side of the weapon in preview.
YING Fixed – The character can freeze while deploying the gadget from rappelling position.
MULTIPLAYER Fixed – The play ranked button can be selected for a second after a user below clearance level 20 joins the squad. Fixed – In some instances, squads of two can split when matchmaking, forcing both players to play against each other. Fixed – A squad is able to join a Ranked match even if there is one squad member below level 20. Fixed – Sometimes a squad of 2+ can be split when trying to join a casual or ranked match.
CUSTOM GAME Fixed – Users are able to create Player Hosted Custom Online Games.
Fixed – When entering from rappel while breaching a window, the character animation will remain stuck looking up. Fixed – Operators fall through the map when spawning. Fixed – Rappelling while falling will make the character fall out of the map. Fixed – Long rifle weapons can clip through walls. Fixed – Players are able to land on window sills to spawn kill.
BANK Fixed – A small gap in 1F Staff room reveals a spot in EXT Terrace. Fixed – Attackers can place a drone inside the ceiling in B Server Room allowing them to see all of the basement area. Fixed – Valkyrie can place a Black Eye inside the ceiling of B sever room.
BARTLETT UNIVERSITY Fixed – Defenders are able to spawn kill attackers from 2F Classroom. Fixed – Ela’s concussion mines are very difficult to pick up when place in the boat model.
CHALET Fixed – Great room can be seen through a gap in the floor on 2F bedrooms hallway. Fixed – There is a gap at the doorway located at 2F Office area allowing to see the EXT Backyard Patio and 1F Great Room area. Fixed – Players can place drones inside the walls of Chalet from 2F office balcony. Fixed – The red wall does not cover the full Kitchen window, which allows Echo to throw his drone outside during Preparation Phase. Fixed – Players can push teammates out or into geometry with the use of reinforcements in Kitchen.
CLUBHOUSE Fixed – Jäger gets stuck in 2F Logistic Office’s bookcase after placing the ADS on the second shelf. Fixed – The player is stuck under the table at 1F Bar when trying to get out from under it.
COASTLINE Fixed – Jäger can clip through a wall after placing his ADS in a specific spot of the 2F Penthouse area. Fixed – Players can get onto the purple tarps in EXT Pool by walking along the pool’s glass border. Fixed – When shot from the rooftop, Hibana pellets will not stick to the destructible wall from 1F Blue Bar area.
CONSULATE Fixed – It’s possible to melee through reinforced walls when doing a rappel enter in 2F Exit Stairs. Fixed – Defenders can spawn kill attackers near Riot Barricade from 2F Administration Office. Fixed – One Way Mirror can be deployed on the opposite side of the reinforcement in 2F Break Room.
FAVELA Fixed – Attackers are killed if they enter rappel on the wall near to the EXT Courtyard metal platform while sliding off the platform.
HEREFORD BASE Fixed – In Terrorist Hunt, a player can spawn inside another when choosing EXT Shooting Range as spawn location. Fixed – Defenders can have a one-way view outside from 2F laundry room. Fixed – Valkyrie’s camera becomes invisible if thrown on an iron frame between B Corridor and B Armory. Fixed – Textures between reinforceable and indestructible walls allow bullets to pass through.
HOUSE Fixed – Attackers near EXT Construction Site can be spawn killed by defenders from the window at 2F Upper Hallway. Fixed – The Defuser can be planted between pillows and cannot be detected by defenders.
KAFE Fixed – Inconsistent deployment of Active Defence System on walls with a lower wood panel.
KANAL Fixed – A small gap in indestructible window allows players to see outside.
OREGON Fixed – Some collisions with barbed wires and Grzmot mines are inconsistent. Fixed – There is a space between the window frame and the wall at EXT Junkyard that allows the player to see inside the building. Fixed – It is possible to shoot through textures from 1F Meeting Hall inside the B Supply Closet.
PLANE Fixed – Drone can be placed inside walls of Plane from 3F cockpit stairs. Fixed – Destroying South side of 2F Meeting room ceiling reveals a gap that exposes attackers coming in from EXT Caterer. Fixed – Drone can be placed inside the plane ceilings from EXT Caterer.
SKYSCRAPER Fixed – Players can vault on the wooden beam on 2F Work Office using a deployable shield. Fixed – It’s possible to shoot from 1F Bathroom to 1F bedroom through the indestructible cabinet. Fixed – Operators are able to clip through the stairs when prone and moving. Fixed – The wood blinds in the windows block bullets completely until broken. Fixed – Skyscraper map name is not in capital letters as the rest of the maps list in PVP & PVE map preferences.
THEME PARK Fixed – Players can clip through the unbreakable wall between 2F Office and 2F Rail Corridor. Fixed – A Black mirror cannot be placed next to another one when a reinforcement is placed on wall of 2F Daycare. Fixed – Kapkan’s EDD is sometimes destroyed when breaking a barricade.
TOWER Fixed – There is a gap in the wall that allows the player to see through it with a drone at 2F Exhibit Hallway. Fixed – The glass in 1F West Balcony facing the west side is indestructible. Fixed – It is possible to walk in the air in some areas of the map. Fixed – The lights on the side of the tower can block the attacker’s rappel trajectory. Fixed – Users may experience FPS drops when shooting a specific screen at 1F West Observatory.
YACHT Fixed – Characters can clip through the stairs when prone and moving.
USER EXPERIENCE Fixed – Spawn Locations are missing in the waiting screen of the Preparation Phase when Attacker Unique Spawn match setting is activated. Fixed – Killer’s pawn orientation is sideways during the death cam zoom in. Fixed – "This weapon skin is available for" section can only display up to 4 operator icons when unlocking weapon-specific weapon skins in an Alpha Pack. Fixed – Placing gadgets such as breach charges on exterior small barricades will show no prompt for removing the gadget. Fixed – The Dialog Volume affects environmental sounds, especially footsteps. Fixed – The exterior part of the tactical map is missing in the spawn selection menu. Fixed – There’s no visual indicator for muted players. Fixed – Sometimes hovering over a bundle in the shop will not show its description. Fixed – There is no username voice chat display when a squad member speaks in the menu. Fixed – Players are not notified to collect reward from a completed Ubisoft Club Challenge. Fixed – Voice chat cuts off in MVP screen. Fixed – No scoreboard is displayed at the end of the game. Fixed – After collecting rewards from a Ubisoft Club challenge, in-game challenge tab won’t update. Fixed – Renown-counting sound is still playing in transition if the player quits the match. Fixed – When a player loses connection, the message displayed is "spectator, GAMESERVER, has left the game". Fixed – Player will remain with the shield while spectating in drone. Fixed – Caster and Spectator have a team chat. Fixed – The concussion effects of mines and Echo’s drone are shown on the caster camera.