The Outbreak event will mark the beginning of the third year of Rainbow Six Siege. We are grateful to the millions of players who have supported us for so long, and thanks to you, we are beginning a new year of Siege with a lot of exciting content ahead. To show our gratitude, we want to start Year 3 with a gift to our community, something truly unique. We hope you will enjoy playing Outbreak as much as we enjoyed making it.
FORMAT AND DEPLOYMENT
Outbreak is a free coop event taking place within Operation Chimera. Over a duration of four weeks, all Rainbow Six Siege owners will be able to team-up with two of their friends to take on a mysterious threat. The Outbreak event will be deployed first on TTS on February 20th. It will then be playable from March 6th to April 3rd, for all of our players.
A few days ago, a mysterious space capsule crashed near Truth or Consequences in New Mexico. It turned out to be carrying an exotic parasite, the Apex, which infected the area and turned the town’s populace into monsters. The Quarantine Zone is the only thing keeping it contained but it will not last for long. If the parasite gets out, it would be a disaster of global proportions. Millions would die. Rainbow’s mission is to enter the devastated town and destroy the parasite’s roots before this happens.
Outbreak takes the renowned Rainbow Six Siege gameplay and drops it in a new and fresh setting with an innovative twist. The parasite is unlike any threat the Rainbow Six team has ever faced before. From exploding monstrosities to hulking horrors, these armored monsters will bring the fight close and push the destruction engine to new heights – they won’t hesitate to tear through walls to get to you. Five archetypes of infected will challenge players in Outbreak, each with their own distinct abilities. Players must react quickly to fortify their positions and control their environments while under pressure. Play smartly and tactically to find new ways of using your arsenal, against a foe that doesn’t take cover and engages instantly in close combat.
There are two difficulty levels in Outbreak. The first one, Normal, will give a challenge to our players, but one they can overcome with coordination and team spirit. Where the real fun starts though, is with the second difficulty level: Pandemic. In this mode, friendly fire is on so watch were you’re shooting! Additionally, enemies can take you down with only a few hits. Smart tactical play and team play are the only way to prevail. In this punishing difficulty mode, only a select few will succeed… Will you be brave enough to dare it?
THREE NEW EXCLUSIVE COOP LEVELS
Three new exclusive coop-oriented levels are playable in Outbreak. These maps are bigger and more open than PvP maps, with sizable sections entirely outdoors. Being designed for coop, they are also more linear and feature a clear sense of progression. Nevertheless, the destruction and multi-path approach that are iconic to Rainbow Six Siege are still very much present. Will you go in guns blazing, or quietly sneak through a side door?
Not every Operator has the right skillset for this mission. The development team had to make an informed choice in who would be playable in Outbreak. We made a selection of Operators who are the most adapted and relevant for this specific game mode, from a design standpoint.
This is the list of playable Operators in Outbreak:
• The two new Operation Chimera Operators • Smoke • Ying • Buck • Kapkan • Ash • Doc • Tachanka • Glaz • And last but not least, our faithful Recruit!
THE OUTBREAK COLLECTION
Within the duration of the 4 weeks event, an exclusive collection of cutting edge cosmetic will be available. This gear will be found in the Outbreak Packs.
In line with our promise to you from the beginning, the Outbreak Packs will not provide you with any gameplay elements, and will contain cosmetic items only.
The Outbreak Collection contains 50 cosmetic items ranging from Rare to Legendary quality. The items include weapons skins, headgear, BDUs, charms and a unique Elite skin. They are found in Outbreak Packs, which each contain one item. There are no duplicates. The Outbreak Packs are available for purchase only for the duration of the Outbreak event. Finally, four Outbreak Packs are granted to each player for free upon starting Outbreak for the first time. For more details about the Outbreak Collection, please consult this blog post[rainbow6.ubisoft.com].
Keep checking our blog for more updates on what’s coming up. Don’t miss the full reveal of both Operation Chimera and Outbreak during the Six Invitational. For more information about the Six Invitational, head to the official Twitch channel[www.twitch.tv]..[www.twitch.tv]
Welcome to Year 3 of Rainbow Six Siege. Your continued support allows us to create new content and we’re thrilled to reveal what’s under the command tent. Push the flap aside and come on in. We’re starting the year with Operation Chimera and a new specialized CTU in the lineup.
Biological and chemical attacks are growing threats to Operators. Six created the Chemical, Biological, Radiological, Nuclear (CBRN) Threat Unit. CBRN is its own distinct CTU. The following two experts know what they’re doing and they’ll never turn their backs on a hotzone. These two new operators are joining the multiplayer roster and will also be playable in the limited time Outbreak event, along with other legacy operators.
One operator hails from France and uses a drone to maintain quarantine perimeters. Their service record is astounding, but their list of regrets seems endless.
The other operator moved to Russia to pursue their studies and they uncovered a range of applications for self-dissolving nanobots. All allies can benefit from the research carried out by this CBRN Specialist.
Within Operation Chimera is our limited-time event:
Suit up and check your gear because Rainbow Six is tackling an epidemic consuming the town of Truth or Consequences, New Mexico. Choose your best team of three to neutralize the threat. If you don’t choose your Operator in time on the Operator Selection screen, your man Recruit will still have your back. As always, he’s ready to serve.
This limited time co-op event is free for everyone who has a copy of Rainbow Six Siege. To learn more about Outbreak, check-in regularly on the Rainbow Six website. This event also offers exclusive headgears, uniforms, weapon skins, and charms to customize Rainbow Six Operators. For more information about the Outbreak Collection, please consult this blog post[rainbow6.ubisoft.com]. But who’s the enemy in Outbreak? What’s new with the gameplay? What does our Lord Tachanka think of all this?
You’ll have to check our website often for more updates. To get all the intel your heart desires, tune in for the Six Invitational taking place in Montreal from February 13th to 18th, broadcasted on the official Twitch channel[www.twitch.tv].
Coming January 25th, Extended Ops is bringing a new Extraction Mode for Ghost War and some convenience improvements to the campaign mode. The update will be available on PC, PlayStation®4, and Xbox One. The size of the patch will be 8 GB on Steam, 14 GB on Uplay and up to 13.5 GB on consoles depending on your version. Please remember that you’ll need to restart and update your platform if you wish to play online.
In addition to the new Extraction mode, we are also glad to bring colorblind options to both the campaign mode and Ghost War. We have been in touch with several colorblind community members in order to add visual options that address all kinds of colorblindness. Should you have any feedback to share with us on this topic, please don’t hesitate to share them on the official forums.
Also, great news for PvE players: Fallen Ghost weapons are now available in the campaign mode, to the condition that you have installed Fallen Ghost on your version.
Extended Ops is also introducing Battle Crates that are designed to offer you an additional and accessible way to complete your cosmetic customization experience, for both the Campaign and Ghost War modes. For more information about the Battle Crates, please read the dedicated FAQ.
GHOST WAR CHANGES
In Extraction, teams take turns in defending or attacking a compound to extract a hostage to safety. Two hostages are located on the map, but only one of them needs to be extracted to win the game. If you are in the defending team, you role will be to prevent the opposite team from grabbing the hostage located inside your safe zone. The attacking team has to localize the hostage, grab them and escort them to their own safe zone, without being killed by the defending team.
Extraction can be played on two maps for now, with more maps to come in the next update. Those two maps are available for both Quickplay and Ranked.
FULL CHANGES LIST — Ghost War
Sentinel & Pathfinder: Fixed an issue where the Sentinel and Pathfinder firing shot sound was not heard by teammates and enemies.
Artillery: Fixed an issue where by launching a mortar strike, the player’s position would be revealed on the tacmap.
Predator: We have removed the Predator’s Assault-specific HP bonus and reduced the HP gain when activating Adrenaline Rush. The Predator will now be more vulnerable, while still remaining extremely lethal and versatile.
Medic: The Medic’s drone will now be marked for the enemy 1 second after being launched, instead of the 6 seconds that the other drones get. This will give enemy teams more time to react to a Medic’s revive attempt and try to counter it.
Warehouse: We fixed an exploit which allowed players to rush to the top of the building and gain an unfair advantage on the enemy team.
Jungle base: We blocked off the upper area of the main building to avoid camping and negative gameplay experiences.
Urban Incursion: We’ve moved the Uplink location in order to focus the gameplay in a more open area.
Fixed several map level design issues.
Please have a look at our Ranked Mode FAQ for more information about the Ranked mode. All Ranked changes will be applied at the start of the second season, start of February.
Player Rating: The Matchmaking Rating (MMR) is now calculated at the end of a match, instead of the end of a round. This way we avoid frustrating situations where players would win the match, but decrease in rank because they have lost one or two rounds against a lower rated team. This also means that the placement rounds will be removed and replaced by placement matches.
Matchmaking: Because we now take into account full match outcomes when calculating ratings, players will not be able to join ongoing matches anymore, because it would be unfair to join a match where the enemy team is already leading. Also, when completing a Ranked match, players will not be dropped to the Menus anymore. Instead, they will keep being engaged in the matchmaking process in order to let them play consecutive matches without having to restart matchmaking each time they finish a match.
Penalties: Leaving penalties are now more severe in Ranked Mode, in order to discourage and punish players from leaving an ongoing match as this will have a much bigger impact on the game. Quickplay penalties have not been changed.
Fixed an issue where an incorrect warning message was displayed on the Ranked button for the case where the next strike would grant a penalty.
Fixed an issue where the Prestige points were not displayed on the end screen results page, when ranking up.
Fixed an issue where, in Custom Match sessions with players in only one team, would end right after player’s spawn.
Fixed an issue where a wrong sound bark was played if the round was won by eliminating the enemy team in Uplink game mode.
A compass has been added at the top of the in-match HUD screen so players can use it either for callouts or to better navigate the map.
Added Colorblind mode
Fixed an issue where the Scope category items would remain set if they were highlighted with the mouse and not selected.
*Added Ghost War Crates. For more information, please read our FAQ.
Fixed an issue where the Player could holster the weapon by canceling the capture of recon tower or Uplink, right before it begins.
Fixed an issue where you could see the drone’s rotor blades while spectating a player.
Fixed an issue related to character collision and throw-able items on some body parts.
Fixed an issue where downed players that were inside a mine radius could not be revived after the mine has exploded.
Fixed an issue where a mine could be triggered by the player if the mine was placed above ground, on an object, and the player would step on the ground next to the mine.
Fixed several HUD display issues.
Fixed several text issues.
Fixed an issue where the Uplay Rewards popups were displayed each time you enter Ghost War (the issue only impacted some accounts).
Fallen Ghost weapons are now available in the main game after installing the DLC
Fixed a recoil bug on the R4 and MDR weapons.
Added Colorblind mode.
Fixed a bug on Helicopter Controls HUD elements.
Added Spec Ops Crates. For more information, please read our FAQ.
Fixed a bug when the explosion didn’t go off after killing the Predator for some players.
GHOST RECON NETWORK CHANGES
Added the list of all the items available in Battle Crates, so that players can assess which items they do not have yet.
GHOST RECON HQ APP CHANGES
Added Tacmap support for the Extraction mode in Ghost War.
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, and on Reddit.
Patch 4.2 will be deployed to the TTS on Thursday, January 11th. As with most Mid-Season Reinforcements, we have a collection of Operator changes that are coming, particularly for a couple of fan favorites (or nemeses).
Deployment on the live servers will come after we have had a chance to review the feedback from the TTS.
Ela’s SMG will have a reduced magazine size
We have decided to lower the magazine size of her SMG from 50 to 40 bullets.
Game Designer notes: Ela overpowers her competition. Players select her almost every round, and for a good reason. All of the data we have on her (such as win ratio, K/D ratio, and Kills per round) shows that she needs to be nerfed. We have found this to be primarily because of her SMG and to a lesser extent her concussion mines.
The recoil of her SMG was already nerfed slightly with Y2S3.2, but this did not have the impact that we hoped.
For now, we’re trying to balance her while keeping her SMG’s uniqueness, which lets her fight several opponents at a time better than other defenders. We will consider other ways of nerfing this weapon if this is not enough.
In addition to the reduced magazine size, we will be reducing the overall strength of concussion effects across the board.
Reduction in Concussion effects
With Y2S4.2 patch, concussion effects will no longer disable sprinting. It will still reduce movement speed and camera rotation speed, but affected targets will recuperate much faster (4 sec, instead of 7 sec). The effect on sight and hearing will still last a total of 7 sec.
Game Designer notes: This change will affect both Ela and Zofia. We believe this will most heavily impact Ela, as Zofia also has impact grenades to rely on for increased effectiveness.
Compared to other gadgets of this nature, the concussion effect is superior in almost every way: it greatly affects movement speed, massively slows down rotation speed, and also reduces a player’s ability to hear and see.
Ash’s R4-C nerf
We reduced the damage of the R4-C to 39 (from 41).
Game Designer notes: Ash is still a pick that is too attractive when compared to other attackers. We’ve compared her most popular weapon (R4-C) to other assault rifles stats and given the R4-C’s very high rate of fire (860), its damage is a bit too high.
*We are aware of a visual issue with Suppressed damage not displaying properly in the Menu. The values in-game are true to the table above.
Capitao’s Para-308 buff
We increased the Para-308’s raw damage is to 48 (from 43). We also slightly reduced the intensity of the random components of its recoil.
Game Designer notes: Capitao right now is not attractive enough. His gadget suffers from a few issues that will need long-term solutions, but in the meantime, it’s clear that his main assault rifle is too weak.
*We are aware of a visual issue with Suppressed damage not displaying properly in the Menu. The values in-game are true to the table above.
Twitch’s Shock Drone Ammo
We reduced the max ammo for each Shock Drone to 5 (from 15).
Game Designer notes: Twitch right now is too strong. There are several possible reasons, one of them being that her drones have the potential to deny an unreasonable amount of electronics from defenders. We feel that this change will force players to start making choices about when to shoot or to save their ammo, and which Defender gadgets to destroy.
Bandit’s barbed wire
Bandit will now have two barbed wire (down from 3).
Game Designer notes: Even if Ela has eclipsed Bandit’s pick rate, players still pick him too often. Reducing the number of barbed wires he has should bring him more in line with other Defenders.
Lesion’s Gu Mine refill timer
We lowered Lesion’s Gu Mine refill timer to 30 sec (from 35).
Game Designer notes: Lesion is in an OK place right now, but could use a slight buff. By reducing the refill timer, it will encourage his specific playstyle of staying alive as long as possible to increase the strength of his defensive gadget.
The T-AA has been fully implemented. As part of this, the Resolution Scaling and Sharpness Factor slide bars are in the Options menu.
With render scaling, you will be able to customize the ratio between render resolution and display resolution, which will allow you to maintain your target framerate. For example:
More details about Temporal Filtering and Anti-Aliasing can be found here.
Bomb UI Changes
We changed the player markers for players that are interacting with the Defuser. When a teammate is interacting with the Defuser, a new animation icon appears on the player. If your teammate is in the process of disabling the Defuser, you will also notice a new animated icon on that player. The new animated icon should make it easier to identify which teammate is currently interacting with the Defuser.
Additionally, once the teammate plants the Defuser, the progress of the Defuser replaces the round timer.
These are the first steps we are taking towards improving the Bomb game mode, and we will have more information about our next steps at the Six Invitational!
Caster Camera improvements
We will be making some adjustments to the Caster Camera. These adjustments will improve the viewer experience for those watching the spectator camera, but also provide them with more information in a more digestible format.
You can see a screenshot of the new UI here:
FIXED – Shield exploit that involves Deployable Shields being held in front of an Operator.
FIXED – Attack Operators can appear as a 2D texture when approaching broken walls while holding the hostage.
FIXED – Certain operator weapons produce extremely bright smoke and can obscure the view of the players.
FIXED – Zofia dies after using Withstand when a match has a Handicap of 75 or less Damage.
FIXED – Bombers do not always spawn during a Terrorist Hunt Classic on Tower map.
FIXED – Last three enemies of a wave will get stuck behind the reversed table in 2F Meeting room.
FIXED – Switching to Dokkaebi on support mode during her gadget animation will show her gadget screen empty.
FIXED – Dokkaebi loses functionality, and a broken animation is present if Dokkaebi gets into DBNO state while hacking the camera system.
FIXED – No warning appears when Dokkaebi is out of Logic Bomb uses and tries to activate it.
FIXED – When in ADS, you do not need to hold the appropriate key to use Logic Bomb.
FIXED – Yokai is stuck and has framed camera rotation rate on uneven terrain/debris.
FIXED – The drones including Yokai have issues smoothly turning when navigating on certain destructible surfaces.
FIXED – The Yokai drone loses signal in multiple places on Tower.
FIXED – Echo drone can stick to the canister under Mira’s Black Mirror.
FIXED – Zofia’s LMG-E should have 150 bullets instead of 151.
FIXED – Users can extend the bleed out timer by spamming Withstand.
FIXED – Ying’s Candela will not go through the Ramps of 3F Watchtower of Oregon.
FIXED – Players can prone between objects at 1F Trophy Room and be pushed inside the wall or outside at EXT Campfire Wood.
FIXED – Nitro cells do not inflict damage if detonated on the plants from 1F Great Room.
FIXED – Defenders in Prone stance in one corner of 1F Dining Room are not contesting the objective.
FIXED – Bullets pass through the desk located at CCTV room.
FIXED – Player can be stuck inside a wall if they use the vault prompt on beer cases.
FIXED – Castle’s double door Armor Panels do not cover the entire frame.
FIXED – Player can vault in a specific location to get on a window frame.
FIXED – There are lights on the side of the tower, which can block an Attacker’s rappel trajectory.
FIXED – Due to a missing texture, players can exploit an area using drones and kill enemies.
FIXED – Attackers can plant the Defuser from outside the objective at Ext Main Entrance.
FIXED – Attackers can place a drone inside the barricaded window of EXT Sweet Shops.
FIXED – Vault prompt is missing on the rooftop of the building.
FIXED – Too much smoke appears when shooting with some weapons.
FIXED – Installing the latest graphics driver for AMD will cause a crash when explosives are triggered.
FIXED – Concussion and Sonic Burst effect applies to replays if applied after the start of replay.
Today we are thrilled to share with you all of the changes we are bringing to Tom Clancy’s Ghost Recon Wildlands with the Jungle Storm update. It will be available on December 14 on PC, PlayStation®4, and Xbox One. The size of the patch will be 4 GB on Steam, 13 GB on Uplay and up to 13 GB on consoles depending on your version. Please remember that you’ll need to restart and update your platform if you wish to play online.
This update brings a myriad of fixes, improvements, and biggest of all — Ranked Mode for Ghost War. We have been listening to all of the feedback the community has been sharing, and we have worked hard to fit as much into this update as possible, while still maintaining the balance that is paramount in Ghost War. Read all about the improvements we’ve made below.
Ranked Mode is now available in Ghost War! It is unlocked at level 15 and will challenge you to climb the ranks from Bronze to Elite. You can read everything you need to know about this new ranked mode in our FAQ article.
A new Marksman class has been added, called Pathfinder. Equipped with a crossbow, his light step does not trigger mines, he cannot be detected by Scout’s Drone motion sensor, marked by drones or the Sentinel’s Satcom Tracker. Season Pass and Ghost War Pass owners will have immediate access to the class, while the other players will be able to purchase the Pathfinder with 4000 Prestige Credits after a week, in the usual skill trees. The class can also be unlocked in the in game store against Credits.
A new Assault class has been added to the game. The Predator is a reliable and versatile frontline fighter, equipped with either an M16 rifle or the MG121 LMG. His Battle Rage ability grants him all the Adrenaline bonuses for a short time: increased health and regeneration, suppression immunity and faster revive. Season Pass and Ghost War Pass owners will have immediate access to the class, while the other players will be able to purchase the Predator with 4000 Prestige Credits after a week, in the usual skill trees. The class can also be unlocked in the in game store against Credits.
New maps are added to Quickplay, Custom games, and Ranked rotation for both Elimination and Uplink game modes. Ruins and Jungle Base are added for Elimination and Scrapyard and Urban Incursion for Uplink.
A small Bolivian village supported by open fields and a central massive communication center. Jungle Base is an urban environment with surrounding foliage for flanking, and elevated areas perfect for snipers. Between the buildings and bushes there are plenty of places to hide, so make sure your team is watching your back!
Located in the forest valley, Ruins is surrounded by trees. The middle of the map has spacious areas between buildings. Be mindful of a sniper’s gaze or an assassin’s sneaky attack.
A Santa Blanca hideout used to store and move cocaine to a nearby airfield, Scrapyard is a sparse, urban style environment. The middle of the map is full of right corners, so be prepared for some close combat!
A Bolivian town on the slopes of Inca Camina, this map is a moderate density urban environment for players to enjoy urban warfare. This map offers a bit of a different style and pacing from the normal Ghost War match.
Character customization presets
Three customization presets are now available to use with each class. Every customization done on a preset slot will be instantly saved. With the addition of the presets, the full customization is only available outside a match to speed up the player ready process.
We have also added a Costumes option to character customization and 5 class packs — Tech, Sentinel, Medic, Assassin, and Enforcer.
Players Stats Page
We have added a page in game in which you can view all of your stats. Weapon stats have also been added to the Gunsmith page.
Quit penalty system
We reworked our penalty system for quitting a match while it’s still ongoing. We added strikes-outs, temporary ban penalties and warning popup to make sure the player is conscious of the sanction. The ban are going from 10 minutes to 4 hours at most and the strikes are disappearing after a 2 hours long probation without a new quit. Also, keep in mind that if you leave a match before the end, you will still receive a defeat but no victory, depending on your squad result. For more information about this system, please read our Ranked mode FAQ.
Full Changes List
Added Ranked mode play, unlocked at level 15 ,
Added 3 preset slots for character customization
Added Costumes option to character customization
Added Player Stats page
Added 5 class packs – Tech, Sentinel Medic, Assassin, Enforcer
Uplink: Decreased the Access Point activation timer to 150 seconds
Elimination: Recon tower now marks players longer (45 seconds)
Added mines back to Sniper’s class loadout
Added a new Marksman class, the Pathfinder: equipped with a crossbow, his light step does not trigger mines and he cannot be marked by drones or Satcom trackers. This class will be exclusive to Ghost War Pass holders for 1 week.
Added a new Assault class Predator: enters Battle Rage for a short amount of time, gaining increased health and regeneration, suppression immunity and faster revives. This class will be exclusive to Ghost War Pass holders for 1 week.
Redesigned Tech class to increase its effectiveness: deployed jammer now destroys launched drones and prevents further deployment for 15 seconds across all the map
Added bonus damage versus drones for all Sniper class primary weapons
Increased Sentinel’s Satcom tracker cooldown to 60 seconds (was 40)
Reverted Enforcer Mk48 magazine size to 200 bullets
The medic’s drone is now auto-marked faster than the drones of other classes – 2 seconds instead of 6. This should allow other players to more effectively counter medics.
The Assault "Health Bonus" in the class progression system, even at 10%, proved slightly more significant than we wanted. We’ve changed this bonus to now give a 10% health bonus when revived. The individual classes still retain their specific extra HP, which is usually 30%.
New maps added for Elimination game mode: Ruins, Jungle Base
New maps added for Uplink game mode: Scrapyard, Urban Incursion
Farm Town: complete rebalance of the map, changing the bounds, spawn points and fixing an exploit
Dust Town: rebuilt the bounds of the map to ensure no desertion occurs while still safely away from the boundary
Mountain Village: removed access to the cliff face south of the town
Sub Factory: patched up a hole in the world
Warehouse: the map was slightly reworked and some navigation issues were fixed
Burnt-Out: fixed several navigation issues
New weapons added from the Fallen Ghosts expansion for the Assassin, Tank, Sentinel, and Scout.
Added scope options to Diversionist’s M4A1
Reduced all pistols damage by 15%
Reduced all weapons penetration values (except for Sniper’s primary weapons)
Increased the damage of the Assassin’s Vector by 10%
Increased the ammo capacity of the Assassin’s Vector by an extra mag
Decreased the recoil of the Scout’s MP7 by 17%
Buffed all Support classes SMGs damage by 10%
Reverted Enforcer Mk48 magazine size to 200 rounds
Changed C4 to behave more like a trap than a high powered grenade: reduced throw range to half and can now be only be detonated when placed
Improvements to Quit penalty system: We reworked the penalty system to make it clearer and more transparent. The system is more lenient in Quickplay than it is in Ranked.
Weapon stats added in Gunsmith page
Melee takedowns now awards double the XP of a normal takedown (100)
Recon tower now marks players longer (45 seconds)
Auto-mark toggle should no longer affect binoculars and drone marking which are always on
Improved map/mode rotation in Quickplay and Ranked playlists ,
Reduced night time setting occurrence in playlists
Dusk start time setting increased by one hour and dawn setting reduced by one hour to allow more daytime play until transition
Improved ping placement and added out of screen feedback
Decreased the Loadout selection timer to 30 seconds
Removed ability to customize character between rounds to speed up class selection and ready process; only preset selection made possible
Added new Bowman announcements for win and loss round objectives
Players assisting teammates with kills will receive assist bonus XP
Further tweaks to the endgame cinematics to reduce transition time to the next round
Added ability to start a Custom Game with one player
Downed teammate bodies should no longer block access
Added server enforced HUD settings in Custom Game
Inverted the Challenge of Factions pages in-game
HUD settings should no longer reset on each update
Fixed an issue here the night vision mode would not be kept when returning from drone
Fixed an issue where aim assist was reset when selecting a new class
Fixed an issue in the HUD where a “new” notifications was appearing on the STD Grenade after every reboot
There’s a new threat facing Bolivia. The Predator has come in search of new trophies. Take on this newest Legend and reap the rewards. If you want to know more, you can watch the replay of the special livestream we had on this event.
New helicopter controls should now hide with the rest of the HUD when toggling off the HUD
Fixed players being able to see the chat from a player they have blocked
Fixed Tacmap tabs disappearing upon accessing the store and returning to the Tacmap from the in-game menu
Added missing information about what bonuses have unlocked after booster activation
Fixed the bug causing the game language to reset to English when entering the Ghost War menu, regardless of what the localization was set when entering the main game.
Fixed an issue with the "New" notification appearing on the STD Grenade Launcher after every reboot
As always, we’d like to take this moment to thank all of our amazing community members for sharing your thoughts with us, and helping us to continue to make Ghost Recon Wildlands as an amazing game experience as possible. Please let us know your thoughts on this latest update on our official forums[forums.ubi.com], and on Reddit.
With Update 2: Jungle Storm, we brought a new ranked mode system. You can now compete against the others to climb the ladder and sit at the top. In order to help you doing so, you will find all the explanations you need below.
How to unlock the ranked play?
Ranked play becomes accessible once you reached level 15. If you have already reached Prestige, this limitation do not apply to you.
How does it work?
The ranked games are divided between Seasons of two months each. A Season starts on the 1st of the month and ends two days before the end on the second month. At the beginning of each Season, you will have to finish 15 placement rounds.Your results during these placement rounds will determine what your starting rank is for the ongoing Season. The rank of every player is reset at the beginning of every Season; nothing is granted forever. Afterward, it will be up to you and your squad to improve your rank or remain at the top.
How does the progression work?
Players are divided in 6 brackets based on their Matchmaking Rating: Bronze, Silver, Gold, Platinum, Diamond and Elite. Once you played the 15 rounds of placement of a Season, you’ll be assigned to one of these brackets. Afterward, based on your round win/lose count, you will go higher or lower in the brackets. Players who achieved Gold or higher won’t drop down to Silver or Bronze that season, however.
Where will people see my rank?
The game displays the rank of a player with their nametags. Thus, you can see other players’ rank in the match lobby, on the tacmap, on the end-screen and in the sum-up of the match. This is also where other players will see your own rank!
How does the matchmaking work?
Ranked is a new matchmaking mode, in which you’ll be able to play both Elimination and Uplink. Players will be able to select either Quickplay/Custom/Ranked from the main menu.
In Ranked Mode, players start with their Quickplay MMR, not from a baseline. For this reason, it is possible for people to play all Ranked matches together and end up in different leagues. This will eventually even out if they keep on playing together.
The MMR of players, in both Ranked mode and Quickmatch, is based on the results of the individual rounds and not on the outcome of the entire match. For this reason, it is possible sometimes to be demoted after winning a match, especially after a 3-2 result. This will happen if the opposing team has a MMR lower than the match winners. The amount of MMR gained and lost after a round depends on how big the initial MMR gap was, so it is possible for the 2 losses in a 3-2 match to matter more than the 3 wins.
Only two things impact a player’s MMR after a round. One of them is winning or losing. The other is the standing of each player before the round. A player will lose less MMR after an “expected” loss, faced with a higher MMR opponent, and will lose more MMR points after a loss against a lower opponent (and the same is true for how many points they win after a victory). This behavior is exactly the same as in all games that use an Elo or Glicko type of system.
What are the rewards?
Every completed ranked match will grant a bonus XP. Every new bracket promotion will grant bonus Prestige credits. At the end of a Season, players will earn XP boosters and Prestige credits based on their bracket.
What are the leave penalties?
Leaving an ongoing ranked game will grant the player a strike that will disappear after a probation time or accumulate with other strikes if he keeps quitting ongoing ranked games. When strikes start cumulating, the player will receive a warning pop-up to confirm he will receive a temporary ban penalty if he chooses to leave the match. The penalties will then increase from 10 minutes to 4 hours.
A deadly new threat enters Ghost Recon Wildlands this week, armed with powerful weapons, advanced stealth abilities, and more mandibles than seem strictly necessary. From December 14 through early January, the Predator will bring its unique skills to a special challenge that sees players (solo or with up to four players in co-op) hunting the creature—and being hunted in return. Defeating the Predator will be no easy task, but if players manage to take it down, they will be rewarded with exclusive items, including the Predator mask, which features Predator vision. To help you fully embrace your inner hunter, the Predator Pack (available in the in-game store) introduces 15 new customization items inspired by the original movie, including weapons and a new close combat move.
Ghost War, the free PVP mode for Ghost Recon Wildlands, will also get a Predator-inspired addition: A new class of soldier inspired by Dutch, the protagonist from the original movie, who can engage a battle rage mode to tip the scales in his favor.
“At Ubisoft Paris, we have been fans of the Predator for a long time and are thrilled to bring such an iconic character to our game” said Nouredine Abboud, senior producer at Ubisoft. “The challenge is full of references to the original Predator movie, and we cannot wait to see the reaction of our players!”
We got to chat with Abboud to learn more about where the idea to bring the Predator into Wildlands came from, and how they designed the hunt to capture the deadly tension of the movie.
The Legends of the Wildlands have previously been rooted in the setting and history of Bolivia. What motivated you to look elsewhere for inspiration?
The Legends of the Wildlands really began as easter eggs for the community. When we first saw videos of our players showing their passion, we thought it would be interesting to play up to their expectations, while at the same time building on the incredibly rich Bolivian culture.
When our Fallen Ghost DLC was released, we were amazed by the feedback we got from the community members, who praised its more somber tone and its tactical approach. But what we sensed was that there had to be a Predator hiding somewhere, observing us in the jungle setting of the DLC. That’s where the idea originally started.
How did this process even start? What did the team need to do first?
When we realized in June that this year was the 30th anniversary of the original Predator movie, the coincidence was too great to pass up. We have a very good relationship with 20th Century Fox, and they were as excited as we were to let the Predator fight the Ghosts in an environment that fit their vision, so it was an exciting and fruitful discussion. Our team learned everything they could about the Predator, not only by studying the original movie, but also through exchanges between our artists and the creatives at 20th Century Fox.
What was the reaction for the team when they found out they would get to work with one of film’s most popular sci-fi characters?
The entire team was ecstatic, especially the creative team in Montpellier. Our team appreciates the original Predator movie just as much as our community does, and everybody involved had a clear vision of the direction we could give to this special challenge. I have to say that Tom Isaksen, our lead character artist, has done a tremendous job of recreating the original Predator, taking care of every costume detail. It was a great challenge.
What aspects of the Predator did you know you’d absolutely have to nail to convey the same suspense that’s present in the movies?
The mission is built to recreate some of the tension felt by Dutch and his crew in the original Predator movie. You first discover hints about the Predator’s presence before actually getting to meet and fight him. Getting that feeling of being swallowed by the surrounding jungle was something we really wanted to convey. And of course, the music takes a big part in creating the tension.
Along those same lines, what were the challenges in balancing the Predator’s abilities with the systems that already exist in Ghost Recon Wildlands? What can the Predator do, and what do the Ghosts need to do to fight it?
The Predator can run around, jump in the trees, taunt the Ghosts, and activate his cloaking device. Once he wants to engage you, he can use his Plasma Caster or his Smart Disc, depending on the situation. Being able to quickly react and always keep on your toes will be the key to defeating the Predator.
How did you approach calibrating the difficulty level for this encounter? How much of a challenge are you throwing at players?
We know that the Predator is the best hunter there is, and we really wanted our players to feel he was a great menace. The talented game designers in Montpellier tweaked the gameplay to make sure this would be the most difficult fight players could find in Ghost Recon Wildlands, especially when you approach it solo. To prevail, we think the Ghosts will need to work as a unit, so we advise our players to try out this challenge in four-player co-op with a lot of coordination and communication!