[ { "id": "2V90gThNqHBtmzK4Bf6AhV", "title": "ANTI-CHEAT STATUS UPDATE – MAY 2024", "abstract": "Check out our latest Anti-Cheat Status Update.", "thumbnail": "https://staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/3WdapxTy7SQ2SPGmqvN1xF/0cd058692a304e4c5989a5e7cca687c7/Anti-cheat_header_960x540.png", "content": "Our latest Anti-Cheat Status Update for May 2024 is here, bringing the latest updates on MouseTrap, the QB System and more!\n\n## TEAM UPDATE\n\nOur Anti-Cheat team is evolving. We're currently restructuring, growing, and allocating more resources to our Anti-Cheat team, ensuring that we can provide a secure future for Siege. As the team expands, we'll have more opportunities to reflect the benefits of this growing team in-game. While we're in this stage, our team remains focused on improving your experience.\n\n## BANS: DATA BANS + BATTLEYE\n\n### BAN NUMBERS\n\nHere we have our latest ban data, including bans for February, March, and April.\n\n![[R6S] ANTI-CHEAT STATUS UPDATE – MAY 2024 - BanChart](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/1VO5c6wIwyxqgkEubx0ooN/965e2ac5c7521678f509e9f7c877b169/R6_BanChart_Nov-Apr24.jpg)\n\n### DATA BANS & ADDITIONAL DETECTIONS\n\nThis season marks a significant evolution in our approach to cheating, as we've made improvements to our Data Ban system moving to a machine learning model. We've vastly increased the number of data points used to analyze a player's performance, resulting in a __meaningful increase in cheaters being detected and sanctioned through this method__. We've also optimized our sanctioning process by increasing how often we run our sanctions, effectively __reducing the time it takes to ban detected cheaters by half using this model__.\n\nIn addition to these efforts, we also have new Distributed Denial of Service (DDoS) detections which are currently being used to sanction players. We know that this has been affecting players and we want to make it clear that we are working on identifying behaviors and sanctioning players who are taking advantage of these services.\n\nLooking ahead, we're working on an improved detection of AFK avoiders (idle botters) as well as additional cheat detection updates. These will further enhance our ability to identify and ban cheaters in Rainbow Six Siege, improving the experience for everyone.\n\n## ADDRESSED CHEATS & HARDENING\n\n### ONGOING INVESTIGATIONS\n\n__CHEATING INCREASE__\n\nAs we recently [communicated](https://twitter.com/Rainbow6Game/status/1785686962097005015), we are aware of the increase in cheating behaviors reported by the community. We want to reassure you that addressing these concerns is a top priority for our Anti-Cheat team and that we are looking to deploy solutions to resolve these issues as soon as possible. The Y9S1.3 patch deployed on May 2nd has temporarily improved this situation while we work on longer term solutions to prevent those cheats.\n\n__CRASH EXPLOIT__\n\nOur team is actively working on a fix for the Crash Exploit reported by the community. Until then, Abandon Penalties have been retroactively reduced to a 5-minute duration. All newly issued Abandon Penalties will be 5 minutes as well. Thanks a lot for your reports!\n\n### ADDRESSED CHEATS\n\nSeveral cheats have been addressed since our last Anti-Cheat Status Update, with some updates going live with Y9S1.3. However, in recent months, we have seen a dramatic decrease in a number of rage cheats being used. This reflects the ongoing work that our team is doing in order to tackle new cheats and protect the game and its players.\n\n### HARDENING\n\nHardening is the act of increasing the security and reducing the surface of vulnerability of the game's code, to protect against attackers. In Y9S1.2, we made several changes which resulted in improved overall game security, and we'll have more improvements coming in Y9S2. These improvements are continuous, and our updates are playing a crucial role in making the game safer. We'll be sharing more on our hardening efforts in the future.\n\n## QB SYSTEM\n\nQB is a security system available on PC, designed to make cheat creation more tedious, difficult, and expensive. By creating a less effective environment for cheat creators, our aim is to reduce the amount of cheats being successfully created and sold.\n\n### UPDATE CADENCE & UX IMPROVEMENTS\n\nWe want to ensure that QB remains effective, so as promised, we are continuing to provide regular updates to this system, and these will come at an increased cadence compared to Year 8.\n\nAnother goal of ours is to share more information with legitimate players, helping to understand why a game restart may be happening. Some of these changes are already live; for instance, you may now see the \"Update available\" prompt in-game in some circumstances, asking you to restart the game when possible.\n\n## MOUSETRAP\n\n### CURRENT STATUS\n\nMouseTrap is a system designed to detect spoofing devices which enable the use of mouse and keyboard on consoles. Changes implemented in Y9S1 have broadened its detection capabilities, allowing us to find more suspicious players.\n\nThis season, we are also focusing on your feedback, with most changes being aimed towards enhancing our current system. The Y9S1.3 update is helping to further increase the accuracy of MouseTrap by expanding on the types of devices that it can recognize, and improving the detection of currently identifiable devices. As well as this, the update is working to further minimize false positives, resulting in fewer controller players being incorrectly detected.\n\n### MOUSETRAP PENALTIES & MATCHMAKING [TARGET: Y9S4]\n\nIn Y9S4, we'll be making use of MouseTrap's detection in new ways, directly improving the experience for controller players. In this upcoming Y9S4 update, if a player is detected using a spoofing device three times,the updated Crossplay system will __automatically place them into the PC matchmaking pool__ for a 90-day period. This will result in matches that feel fairer for controller players, while giving users of the spoofing devices a choice in how they want to play the game.\n\n## CONCLUSION\n\nIn conclusion, our dedication to upholding the integrity and fairness of Rainbow Six Siege is unwavering. Our goal this year is to make Rainbow Six Siege both more secure and more reactive when it comes to cheating. Through a multifaceted approach, encompassing machine learning and Data Bans, rigorous hardening, and innovative detection systems such as QB and Mousetrap, we are continuously following up on our commitment to safeguarding the gaming experience for all players.\n\nCheaters have no place in Siege, our teams are committed to making Siege safe and enjoyable for everyone.", "categories": [ "rainbow-six-siege" ], "readTime": 6, "url": "https://ubisoft.com/en-gb/game/rainbow-six/siege/news-updates/2V90gThNqHBtmzK4Bf6AhV/anticheat-status-update-may-2024", "date": "2024-05-10T15:30:00.000Z" }, { "id": "4Xwna9dWPwd3m4KUcGrHIp", "title": "Y9S1 Mid-Season Roadmap Update", "abstract": "See the upcoming features detailed in this mid-season roadmap update.", "thumbnail": "https://staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/4w3HMFvz9ZPOXFZs41XU7s/38693eb4c14d1e212d53f987b25c0915/Y9S1_Roadmap.jpg", "content": "Each season, we provide a Roadmap update to offer further insights into the development of upcoming features to ensure transparent communication with all players. Each update and decision we make takes into account various elements such as player feedback, time allocated to ensure the quality of the features delivered, and more. \n\nWith that in mind let's delve into this mid-season Roadmap update! \n\n![[R6S] Y9S1 Mid-Season Roadmap Update y9 roadmap](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/28khzDs7VSyg7mM19oLalN/f98078c7e6d69bddc7324accb52fc9b0/roadmap.jpg)\n\n# ROADMAP UPDATES\n\n### [MAIN FEATURE] SIEGE MARKETPLACE\n\n- __Status: confirmed for Y9S2__\n\nSince its Beta launch, many of you have been engaging in buying and selling some of your favorite items with other players in the Siege Marketplace. With the upcoming Season 2, we are pleased to confirm that the Siege Marketplace will be fully launched and available for all players to use! \n\n### [PLAYER PROTECTION] STEAM IMPROVED BAN ENFORCEMENT (Part 1)\n\n- __Status: Part 1 confirmed for Y9S2__\n\nAs announced during the Year 9 Reveal Panel, we are doubling down on our efforts to address cheating in Siege. In Season 2, we will be focusing on a first iteration of an improved ban enforcement measure on Steam (PC), making it more difficult for cheaters to return to the game once banned. As this will be a new addition to our anti-cheat ecosystem, we are breaking down the feature into several iterations, with the first part scheduled for Season 2. \n\n### [BALANCING] FENRIR & SOLIS UPDATE\n\n- __Status: Confirmed for Y9S2__\n\nOperator balancing is crucial to maintaining the competitiveness of Siege. As previously hinted, we have focused on the Defense side and will introduce Operator balancing updates to both Fenrir and Solis (Part 1) in the upcoming Season. The second part of Solis' update is currently scheduled for Season 3.\n\n### [NEW!][TRAINING] MAP TRAINING PLAYLIST\n\n- __Status: Confirmed for Y9S2__\n\nIn Season 2, significant updates will be introduced to Map Training. Newly added to the Year 9 Roadmap, the \"Endless Drill\" mode will be introduced to the Map Training playlist. Other announced presets and an additional set of maps are also confirmed for the new season.\n\n### [MAJOR FEATURE] MAP FILTERS IN STANDARD PLAYLIST\n\n- __Status: Confirmed for Y9S2__\n\nHaving more control over which maps you play has been a longstanding community request, which is why a new filtering feature will make its debut in the Standard Playlist. Map presets will be available in the menu, and will allow you to select your preferred maps.\n\n### [MAJOR FEATURE] REPUTATION SYSTEM\n\n- __Status: New target delivery: Y9S4__\n\nWe are continuously working on improving the Reputation System based on the feedback you have shared with us. Therefore, we have decided to keep this system in Beta phase until Season 4, allowing us to make necessary adjustments to enhance your experience in terms of transparency, effectiveness and overall fairness of the system.\n\n### [PLAYER COMFORT] AFTER-ACTION SCREEN 2.0\n\n- __Status: New target delivery: Y9S3__\n\nFor Player Comfort, the After-Action Screen will receive further updates this season and is currently scheduled for release in Season 3. With this feature, we aim to provide an accurate and insightful recap of each match of Rainbow Six Siege. \n\n### FULL REVEAL\n\nStay tuned for the Year 9 Season 2 Reveal coming up on Sunday, May 26th, at 5PM BST / 9AM PT / 12:00PM ET / 6PM CET. \n\n---\n\nJoin the discussion on [Twitter](https://twitter.com/Rainbow6Game), [Instagram](https://www.instagram.com/rainbow6game/), [Discord](https://discord.gg/rainbow6), [Reddit](https://www.reddit.com/r/Rainbow6/), [Facebook](https://www.facebook.com/Rainbow6/), and [TikTok](https://www.tiktok.com/@rainbow6game). Check out the [roadmap](http://rainbow6.com/roadmap) for more information on all the features you can expect during Year 9.", "categories": [ "game-updates" ], "readTime": 4, "url": "https://ubisoft.com/en-gb/game/rainbow-six/siege/news-updates/4Xwna9dWPwd3m4KUcGrHIp/y9s1-midseason-roadmap-update", "date": "2024-05-06T16:11:00.000Z" }, { "id": "6ZsfBMeGT0Anuu0IHjDQ0P", "title": "Y9S1.3 PATCH NOTES", "abstract": "See the upcoming changes to Rainbow Six Siege with the release of Y9S1.3!", "thumbnail": "https://staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/6mPtuvqgzKdHokQNmIzay3/430a42055130bfd938a1bae12a627cfc/Y9S1.3_PatchNotes.960x540.jpg", "content": "## Y9S1.3 PATCH SIZE\n\nFind the download sizes for each platform below.\n\n- Ubisoft Connect: 935 MB\n- Steam: 860 MB\n- Xbox One: 1.1 GB\n- Xbox Series X: 10.73 GB\n- PlayStation 4: 1.4 GB\n- PlayStation 5: 1.34 GB \n\n## OPERATOR BALANCING\n\n### AZAMI\n\n- Increased damage from High caliber Handguns and Revolvers by 10%.\n- Increased damage received by Medium caliber SMGs and ARs by 10%.\n- Increased damage received by High caliber ARs and LMGs by 5%.\n\n### IANA\n\n- Added Impact EMP Grenade.\n- Removed Stun Grenades.\n\n### LESION\n\n- Gadget refill increased to 25 seconds (from 20).\n- Initial damage reduced to 3hp (from 5).\n- Added Observation Blocker.\n- Removed Impact Grenades.\n\n### NØKK\n\n- HEL Presence Reduction duration and cooldown increased to 30 seconds (from 20).\n\n### ORYX\n\n- Remah Dash destroys Deployable and Talon Shields.\n\n### SENS\n\n- R.O.U. Projectors increased to 4 (from 3).\n\n## GADGET BALANCING\n\n### IMPACT GRENADE:\n\n- Damage reduced to 40hp (from 60).\n- Reduced explosion radius to 2 meters (from 3).\n\n### BALLISTIC SHIELDS:\n\n- Explosion threshold to trigger the Guard Break reduced to 30hp (from 50).\n", "categories": [ "game-updates" ], "readTime": 2, "url": "https://ubisoft.com/en-gb/game/rainbow-six/siege/news-updates/6ZsfBMeGT0Anuu0IHjDQ0P/y9s13-patch-notes", "date": "2024-05-02T09:30:00.000Z" }, { "id": "2D4HsYOBEEg0wEW5dim34o", "title": "Y9S1.3 Designer’s Notes", "abstract": "In this latest edition of Designer’s Notes, we'll go into more detail about the balancing changes that’ll come with the Y9S1.3 update and give you some insight into the reasons behind them.", "thumbnail": "https://staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/6nFZmbGCCHQCzLvZcYZ5xm/952d10e172aa4d729dc3c1345158bbc8/R6S_Y9S1.3_DN_Header_960x540.jpg", "content": "In this latest edition of Designer's Notes, we'll go into detail about the balancing changes that'll come with the Y9S1.3 update and give you some insight into the reasons behind them.\n\n# BALANCING MATRIX AND TOP OPERATOR BANS\n\n## WIN DELTA VS. PRESENCE\n\n![[R6S] Y9S1.3 Designer's Notes - BalancingMatrix_Att](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/1H0duXV8jdyLwMlAezKuTT/c730bfcda3a554d1e879f28b433dd397/R6S_DN_Y9S1.3_BalancingMatrix_Attk.mp4)\n\n![[R6S] Y9S1.3 Designer's Notes - BalancingMatrix_Def](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/3OZDhHOQZIJYgXOFSzmLy7/832225d58e00bb16ab89535fc792a8f1/R6S_DN_Y9S1.3_BalancingMatrix_Def.mp4)\n\n*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.*\n\n*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.*\n\n# OPERATOR BAN RATE\n\n![[R6S] Y9S1.3 Designer's Notes - BanMatrix_Att](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/2Kz10nJLxFxVDnQp0QZmIG/027cf536c1677a96afb175b645169772/R6S_DN_Y9S1_BanMatrix_Attk.mp4)\n\n![[R6S] Y9S1.3 Designer's Notes - BanMatrix_Def](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/4DSqscAWaKFqYpQQDAHZbU/fee22ba6e91571da95eb8490384ab43c/R6S_DN_Y9S1_BanMatrix_Def.mp4)\n\n# MESSAGE FROM THE TEAM\n\n*As observed in the Balancing Matrix, there has been a significant increase in the presence of certain operators. However, despite this shift, their performance statistics do not raise any immediate concerns. Consequently, we have decided not to make any adjustments to the sights distribution in this patch.*\n\n*It's essential to recognize that the graphs presented reflect only a small segment of the Ranked player base. Below those ranks and across the broader player community, the presence of these operators is considerably lower.*\n\n*Their presence was higher at the beginning of the season and gradually declined to the numbers you see right now. This downward trend suggests that these operator choices are driven more by novelty than by overwhelming strength. We observed similar patterns during the 1,5x era, and based on tests conducted over the past year, we prefer a cautious approach rather than immediate reaction because the system is still too new. We believe maintaining the current distribution throughout the entire season won't compromise the overall balance.*\n\n*Additionally, prematurely removing these operators could prompt players to swiftly switch to the next operator equipped with Magnified Scope. Such a shift might adversely impact the balance of other operators that have not received as much attention and are currently in a good position. Hasty removal would not allow sufficient time to thoroughly evaluate all the pros and cons of the new sights, especially considering that nostalgia and novelty are still influencing the decisions.*\n\n## OPERATOR BALANCING\n\n* * * * *\n\n### AZAMI\n\n#### KIBA BARRIER\n\n- Increased by 10% the damage received by High caliber Handguns and Revolvers.\n - Handguns: .44 Mag Semi-Auto, D-50\n - Revolvers: .44 Vendetta, Keratos .357, LFP586\n- Increased by 10% the damage received by Medium caliber Submachine Guns and Assault Rifles.\n - Submachine Guns: K1A, P90, UMP45, Vector.45 ACP\n - Assault Rifles: 416-C Carbine, 552 Commando, 556XI, AK-12, AR33, AUG A2, C7E, C8-SFW, Commando 9, F2, F90, G36C, L85A2, PARA-308, POF-9, R4-C, SC3000K, Type-89\n- Increased by 5% the damage received by High caliber Assault Rifles and Light Machine Guns.\n - Assault Rifles: AK-74M, ARX200, M4, M762, Mk17 CQB, Spear .308, V308\n - Light Machine Guns: 6P41, ALDA 5.56, DP27, G8A1, LMG-E, M249, M249 SAW, T-95 LSW\n\nThe weapon base damage, the damage drop-off curve, the distance to the barrier, and the barrier resistance are just a few of the variables we need to consider for the +100 weapons available when balancing this system. We were already aware that the Kiba Barriers might still require too many bullets to be destroyed by certain weapons. However, we wanted to be cautious not to render the barriers completely ineffective now that every operator will be able to deal with them. As a result, we opted for an initial release with barriers that remain robust. Our plan is to iterate, seeking the optimal balance while closely monitoring the impact of each adjustment.\n\nDespite the data is showing that the new feature is being utilized, the lifespan of the barriers hasn't significantly changed. This suggests that Attackers continue to face challenges when dealing with them. Explosives and melee attacks remain the primary methods of destruction, making the risk associated with shooting at a barrier still high enough to favor the use of explosives.\n\nUpon analyzing the damage received by the barriers during destruction, we observed that Designated Marksman Rifles perform exceptionally well against them. Consequently, our focus will primarily be on increasing the damage received from Assault Rifles and Light Machine Guns. The additional weapons mentioned here are affected for the sake of consistency, as they share the same caliber configuration.\n\n### IANA\n\n#### LOADOUT\n\n- Secondary Gadgets: Added Impact EMP Grenade. Removed Stun Grenades.\n\nConsidering her ability to bait defenders and facilitate re-frag opportunities for teammates following the hologram, she should be an excellent operator choice for support players. Additionally, her infinite intel gathering resources make her particularly advantageous in the current situation, where drones are limited. Therefore, we will enhance her support capabilities by incorporating Impact EMP Grenades and maybe look into the Gemini Replicator in the future.\n\n### LESION\n\n#### GU MINE\n\n- Initial damage: Reduced to 3hp (from 5).\n- Gadget refill timer: Increased to 25 seconds (from 20).\n\n#### LOADOUT\n\n- Secondary Gadgets: Added Observation Blocker. Removed Impact Grenades.\n\nSince the removal of cloaking from his GU Mines, we've observed positive changes in his performance. Despite the uncloaked mines, the number of mines triggered per round has remained relatively stable, resulting in higher average damage than initially anticipated.\n\nTo maintain the core essence of the GU Mine, we have made a slight reduction in its initial damage. Our intention is to emphasize the urgency of removing the mine and the fear associated with encountering another one. Rather than an immediate kill, we aim to create a strategic window of opportunity for players to engage with the enemy.\n\nLesion's increased resources allow him to exert significant map control very quickly and block attackers' access to the building from very early in the round. Consequently, we've extended the time required to acquire the mines. While this may reduce early-round map control, it ensures Lesion's continued impact in late-game scenarios. He remains a priority target for attackers.\n\nRegarding secondary gadgets, we believe that the GU Mines should be enough for slowing down Ballistic Shields and the Impact Grenades give him too much flexibility. So we are going to change them for the Observation Blocker, which also synergies well with its primary ability providing extra protection.\n\n### NOKK\n\n#### HEL PRESENCE REDUCTION\n\n- Duration: Increased to 30 seconds (from 20).\n- Cooldown: Increased to 30 seconds (from 20).\n\nThe recent changes to Frag Grenades, along with increased operator access, have had a negative impact on Nokk's presence.\n\nTo mitigate this issue while we investigate other solutions to make her more impactful, we will be increasing the duration of the HEL Presence Reduction. This adjustment will allow Nokk to traverse bigger areas more comfortably without being detected in defenders' cameras and catch them by surprise.\n\n### ORYX\n\n#### REMAH DASH\n\n- Will destroy Deployable and Talon shields. The dash is not interrupted.\n\nWe are updating the Remah Dash to improve comfort and consistency. From now on, Deployable Shields and Talon Shields will no longer impede Oryx during the dash; instead, they will be destroyed and he will go through. This adjustment aligns with player expectations, especially considering Oryx's existing ability to pass through Kiba Barriers and Reinforced Barricades.\n\n### SENS\n\n#### R.O.U. PROJECTOR SYSTEM\n\n- Max. Resources: Increase to 4 R.O.U. Projectors (from 3).\n\nDespite the numerous improvements to the POF-9 and the additional utility that brings, Sens continues to underperform. We acknowledge the intricacy and skill required to use the R.O.U. Projectors effectively. The unpredictability of bounces can sometime work against you. We hope the new Trajectory Previsualization can help to improve accuracy, but we are going to allocate additional resources to enhance flexibility and provide more opportunities for error correction while we keep investigating new ways to improve it.\n\n# GADGET BALANCING\n\n* * * * *\n\n## IMPACT GRENADE\n\n### EXPLOSION\n\n- Damage: Reduced to 40hp (from 60).\n- Radius: Reduced to 2 meters (from 3).\n\n### OPERATORS AFFECTED\n\n- Azami\n- Caveira\n- Clash\n- Echo\n- Goyo\n- Maestro\n- Melusi\n- Rook\n- Valkyrie\n- Vigil\n- Wamai\n\nWe recognize the growing significance of Impact Grenades over the years. They play a crucial role in site setup, facilitate defenders' swift rotations, aid in clearing attackers utility, deny walls, and even eliminate adversaries. However, we acknowledge their excessive versatility, which prompts us to address their killing potential and wall-denial capabilities.\n\nWe have implemented a reduction in damage. As a result, double-impacting an enemy will no longer result in an immediate kill. Also, opponents must be even more damaged to employ a grenade to secure the elimination.\n\nThe reduction in explosion radius will yield two key effects:\n\n1. Impact-Tricking countermeasures: Attackers can prevent it by positioning the hard-breach device as close to the ground as possible in additional locations, And defender must be more accurate to do it successfully.\n2. Precision requirement for utility clearance: Defenders must exercise greater accuracy when dealing with attackers' utility, such as Airjabs and Claymores. This adjustment allows attackers to place more reliance on this type of gadgets and experiment with unexpected placements.\n\nOur intention is to promote the use of the right tool in the right situation, rather than relying solely on something that can serve multiple purposes. Defenders have other tools at their disposal that can achieve these objectives more effectively. Our final goal is to enhance tactical gameplay and reward the correct decision-making in every match.\n\n# WEAPON BALANCING\n\n* * * * *\n\n## BALLISTIC SHIELD\n\n### GUARD BREAK\n\n- Explosion: Trigger threshold reduced to 30 damage (from 50).\n\n### OPERATORS AFFECTED\n\n- Blitz\n- Fuze\n- Montagne\n- Clash\n\nOur goal is to ensure that the Impact Grenades remain effective counters against Ballistic Shields. Because of the recent damage change, we find it necessary to adjust the threshold for breaking a shield owner's guard. \n\nThe guard break system relies on the damage received, and it's important to note that no other explosives have undergone alterations. Consequently, other explosive devices will now create larger openings than before.\n\n* * * * *\n\nFollow us and share your feedback on [X](https://twitter.com/Rainbow6Game) and [Reddit](https://www.reddit.com/r/Rainbow6/).", "categories": [ "rainbow-six-siege" ], "readTime": 9, "url": "https://ubisoft.com/en-gb/game/rainbow-six/siege/news-updates/2D4HsYOBEEg0wEW5dim34o/y9s13-designers-notes", "date": "2024-04-30T13:00:00.000Z" }, { "id": "3snO7ANe2VLZYitMeP2eqc", "title": "Reputation System Beta: Status Update", "abstract": "Reputation System Developments in Year 9.", "thumbnail": "https://staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/6Sov86Js8p3e8gLeuVSXWQ/497134ec303da98abb9d350c59a26fab/RepSys.Y9S1.960x540.png", "content": "In Y9S1 and beyond, we'll continue to update the Reputation System Beta to ensure its accuracy before any Standing Impacts go live.\n\nThis season, we've made several changes to the Reputation System. In this article, we'll share more on what these changes mean and how we plan to continue improving this system.\n\n## Y9S1 - POST LAUNCH LEARNING\n\nFollowing the Y9S1 release, it became clear that certain aspects of the Reputation System were not working as intended. Our teams gathered and analyzed player feedback while completing internal investigations, leading us to identify issues affecting the player experience.\n\n### COMMUNICATION PENALTIES - VOICE & WRITTEN\n\nWe found that players were receiving communication penalties at a higher rate than expected. In response to this, a decision was made to disable the voice chat and written chat penalties. These communication penalties will remain disabled until we can implement further levers to ensure that all penalties given are fair, while also providing players a clear path to improvement.\n\nOn consoles, we were made aware of another issue which led to increased voice chat reports being visible in the Reputation Center. We also found that in some cases, misconduct such as Griefing or Voice Abuse was incorrectly labeled as \"Excessive\" in the Reputation Centre. A fix was released addressing these on March 21st.\n\n### COMMENDATION EFFECTS\n\nAfter season launch, we became aware of an issue affecting the speed at which Commendations would be reflected in a player's Standing, resulting in lower Standings for many players. Commendations are now affecting Standings promptly and correctly.\n\n## Y9S1 - REPUTATION SYSTEM UPDATE\n\n### STANDING DEFINITIONS & BALANCING UPDATE\n\nWith the launch of Y9S1, we implemented our latest balancing update for the Reputation System. Here we used the built-in weights and levers to better define the attainment of each Standing, aligning more closely with our intentions. The five bracket Standings were also redefined to provide more meaning to each of them.\n\nThe aim behind system balancing is to ensure that your Standing mirrors your actions. Right now, many players will find themselves in the Respectable bracket. Being in Respectable is a great place to be and should be the aim; it means you're the core of the Siege community, you're not detracting from others' experiences, and you're playing with care, making Siege enjoyable for players around you. Some players with consistent positive behavior might also enter the Esteemed and Exemplary brackets, but maintaining these can be more challenging.\n\nLooking at the two lower brackets, falling into Disruptive doesn't necessarily mean your behavior is always negative, but it does indicate that you're not playing to the Siege ideals overall. With some effort, the Respectable Standing can be achieved. However, if a player finds themselves in Dishonorable, it means there are clear negative trends. In these cases, players need to adjust their behavior and remain consistent to improve their Standing and experience for the community's benefit.\n\n## WHAT'S NEXT?\n\n### MORE LEVERS, MORE CONFIDENCE\n\nWe've learned a lot since the Reputation System entered, in Y8S4, in its grace period and we're continuing to integrate those learnings to ensure that the Reputation System is fair, resilient, and understandable for all players.\n\nWe are currently making progress in incorporating protections that make a player's Standing more robust, going beyond reacting to player reports, and instead using additional factors. These improvements are directly driven by the feedback you have shared with us.\n\nOur work continues so that we can develop further levers that will enable us to reactivate the communication penalties. We want to ensure that our system applies penalties only where necessary, and that players have a full understanding and trust in the Reputation System.\n\n### STANDING IMPACTS & RELEASE STATUS\n\nThanks to your feedback, it's became clear that large changes are needed in order for the Reputation System to meet the requirements that we've set. With this in mind, Impacts based on your Standing will be no longer be introduced in Y9S2 and will instead come in a later season. Consequently, as the Reputation System will not see its full release in the coming season, it will remain in Beta for now.\n\nWe'll be sharing more information soon on when you can expect to see Impacts and the full release of the Reputation System. The deployment of Impacts will also be announced ahead of time so that players can be prepared. Once this feature does go live, we'll be monitoring the system closely and listening to your feedback on the update.\n\n## CONCLUSION\n\nThe Reputation System will continue to retain its Beta status, reflecting its current form as we continue to make improvements and collect further feedback. Our priority will be to ensure that everyone is confident in the state of the Reputation System as we focus on reducing toxicity and making Siege a fun and enjoyable game for everyone.\n\nWe aim to continue to provide transparency and responsiveness around this system, and as we move forward, we want to keep hearing about your experiences. We're always listening as we work to provide a safe community.", "categories": [ "rainbow-six-siege" ], "readTime": 5, "url": "https://ubisoft.com/en-gb/game/rainbow-six/siege/news-updates/3snO7ANe2VLZYitMeP2eqc/reputation-system-beta-status-update", "date": "2024-04-19T15:30:00.000Z" }, { "id": "6r7w3uI79e9NepbNoimFra", "title": "Y9S1.2 PATCH NOTES", "abstract": "See the upcoming changes to Rainbow Six Siege with the release of Y9S1.2!", "thumbnail": "https://staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/7wjVhdq5CnLkSXGKrE85IK/eb1e2f857d63f096ed0389d585539fd6/Y9S1.2_PatchNotes.960x540.jpg", "content": "See the fixes here coming in Y9S1.2.\n\n## Y9S1.2 PATCH SIZE\n\nFind the download sizes for each platform below.\n\n- Ubisoft Connect: 918.5 MB\n- Steam: 479 MB\n- Xbox One: 0.77 GB\n- Xbox Series X: 2.1 GB\n- PlayStation 4: 1.44 GB\n- PlayStation 5: 929 MB\n\n## BUG FIXES\n\n### GAMEPLAY\n\nFIXED - Rappel breaks when used at the distance limit and then walking backward during animation.\n\nFIXED - Incorrect default sight attachment shown for Fenrir's SASG-12.\n\nFIXED - Barbed wire requires more shield-melee attacks to be destroyed than intended.\n\nFIXED - Shield position that player and enemy Operator see becomes desynched if free-look is used before shield realigns itself.\n\nFIXED - Aruni's Surya Gate doesn't deactivate for friendly Operators when placed close to stairs.\n\nFIXED - Camera clips through player when using free-look and going prone next to a wall.\n\nFIXED - Deimos' DeathMARK icon disappears when Deimos or enemy Operator enter a field that deactivates electronic devices.\n\nFIXED - Free-look breaks if players look right and use free-look multiple times.\n\n### LEVEL DESIGN \n\nFIXED - Unintended line of sight can be reached using Azami's Kiba Barrier to vault on top of an air hockey table at 1F Storage in the Theme Park map.\n\n### AUDIO\n\nFIXED - Gameplay audio is muted during End of Round replay, end of match, and kill cams.\n\n### OPERATORS\n\nFIXED - Spectating doesn't display Deimos's ability properly when reconnecting to the match.\n\n### USER EXPERIENCE\n\nFIXED - Placeholder asset displayed for multiple uniform rewards in the Uniform view page of the Battle Pass progression menu.\n\nFIXED - Tutorial control guide menu pops out when toggling the ping target in Map Run.\n\nFIXED - Operator bundles are not shown correctly after purchasing unless the player leaves then re-enters the operator album screen.\n\nFIXED - Operator portrait is displayed offset in the Loading screen of Free For All sessions.\n\nFIXED - Deimos' DeathMARK probe and laser don't display team color settings.\n\nFIXED - Operator Guide content doesn't load properly when using the scroll bar.\n\nFIXED - Camera shakes more than intended when entering rappel.", "categories": [ "rainbow-six-siege", "patch-notes" ], "readTime": 2, "url": "https://ubisoft.com/en-gb/game/rainbow-six/siege/news-updates/6r7w3uI79e9NepbNoimFra/y9s12-patch-notes", "date": "2024-04-09T09:30:00.000Z" }, { "id": "44C6itnVD8jyYL0gpNeTFg", "title": "Y9S1.1 Patch Notes", "abstract": "See the upcoming changes to Rainbow Six Siege with the release of Y9S1.1!", "thumbnail": "https://staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/2X9wsZtxKHRYsZx2RjOpin/a138911ef8be5074382f1a316be03e3d/Y9S1.1_PatchNotes.960x540.jpg", "content": "See the fixes here that are coming in Y9S1.1.\n\n## Y9S1.1 PATCH SIZE\n\nFind the download sizes for each platform below.\n\n- Ubisoft Connect: 2.2 GB\n- Steam: 1.9 GB\n- Xbox One: 2.27 GB\n- Xbox Series X: 2.51 GB\n- PlayStation 4: 2.73 GB\n- PlayStation 5: 2.49 GB\n\n## BUG FIXES\n\n### GAMEPLAY\n\nFIXED - Feet aren't covered by Ballistic Shield when crouched.\n\nFIXED - AI Bots get stuck on furniture when moving to the defuser if planted in the south east corner of 1F Bar on the Chalet map.\n\nFIXED - Eliminations counter doesn't update if more than 3 targets are eliminated at the same time in Map Run Target Mode.\n\nFIXED - Wrong room marked as complete for the 4th step of Map Run on the Coastline map. \n\nFIXED - Wrong magnification for the .44 Mag Semi-Auto.\n\nFIXED - Players can double vault using a Deployable Shield and Azami's Kiba Barrier to reach areas providing unintended lines of sight.\n\n### LEVEL DESIGN \n\nFIXED - Defenders detected outside between 2F Yellow Corridor and 2F Cafe Corridor on the Theme Park map.\n\nFIXED - Players can vault onto a cabinet located in 2F Tea Room on the Skyscraper map.\n\nFIXED - Defenders detected outside in 1F Main Stairs on the Border map.\n\nFIXED - Walls clip through the rooftop in EXT Bedroom Roof on the Villa map.\n\nFIXED - Players can navigate onto a metal box located at EXT Sailboats on the Kanal map. \n\nFIXED - Defenders detected outside between 1F Blue Room and 1F Joint Corridor on the Theme Park map.\n\nFIXED - Players are able to navigate onto the top of stacked barrels located at 1F Barrel Room on the Theme Park map.\n\nFIXED - Defuser can't be retrieved after dropping it while exiting or entering rappel stance next to a railing in EXT Terrace Balcony on the Outback map.\n\n### OPERATORS\n\nFIXED - Buck's Skeleton Key doesn't work as intended when pressing the fire key during the transition animation.\n\nFIXED - Deimos' DeathMARK gauge does not show the cooldown refill in caster mode.\n\nFIXED - Deimos' DeathMARK won't activate right after switching targeted operators.\n\nFIXED - Bandit's Shock Wire persists when affected by EMP grenades.\n\n### USER EXPERIENCE\n\nFIXED - Reputation values are inaccurate when a player has negative tiles with actions displayed in the Reputation tab.\n\nFIXED - Rendering issue upon viewing the main and subcategories of the Locker.\n\nFIXED - Navigation keys have no functionality inside the intro page of the Battle Pass.\n\nFIXED - Unintended guard break animation occurs after stepping on a fire source when using a Ballistic Shield.\n\nFIXED - FPS drops when players quickly pass over Operators in the Operators tab.\n\nFIXED - Various UI issues.", "categories": [ "rainbow-six-siege", "patch-notes" ], "readTime": 3, "url": "https://ubisoft.com/en-gb/game/rainbow-six/siege/news-updates/44C6itnVD8jyYL0gpNeTFg/y9s11-patch-notes", "date": "2024-03-26T09:30:00.000Z" }, { "id": "6P50LnjwQr8ryAYoAPXZjk", "title": "Y9S1 Patch Notes Addendum", "abstract": "See the upcoming changes to Rainbow Six Siege with the release of Y9S1!", "thumbnail": "https://staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/5C8DZZ3BGVBNgZOdxuyTdB/e0cdce0722328922895efa94447510c3/Y9S1_PatchNotes_Addendum.png", "content": "You can find here the updates and fixes for the Y9S1 patch.\n\n## Y9S1 Patch Size\n\n## Find the download sizes for each platform below.\n\n- Ubisoft Connect: 4.98 GB\n\n- Steam: 4.5 GB\n\n- Xbox One: 8 GB\n\n- Xbox Series X: 8.4 GB\n\n- PlayStation 4: 525 MB\n\n- PlayStation 5: 5.38GB\n\n## BUG FIXES\n\n### GAMEPLAY\n\nFIXED - Aiming down sights while holding a shield and handgun is too fast.\n\nFIXED - Damage for Bailiff 410 decreased when laser sight is equipped.\n\nFIXED - Missing ACOG attachment for AK-74M.\n\nFIXED - ACOG B and ACOG C attachments offset on the UZK50GI.\n\nFIXED - Brava's Kludge Drone is missing the loading bar when converting devices.\n\nFIXED - Players stuck in loading after pick phase.\n\nFIXED - Operator with shield isn't protected when Operator and Opponent melee attack each other at the same time.\n\nFIXED - AI Bots attempt defuse too late if defuser is planted on whiteboard in 2F Meeting Room on the Consulate map.\n\nFIXED - AI bots continue shooting after end of round.\n\nFIXED - Players can't progress if drone is destroyed by Mute's Signal Disruptor in the Attack Tutorial.\n\nFIXED - Friendly Fire penalties are given out during Free For All matches.\n\nFIXED - AI bots do not relocate after being scanned if in camping positions.\n\nFIXED - High ping players spin in place when observed by other players.\n\nFIXED - Points awarded when destroying a surface a device is being placed on during deploy animation.\n\nFIXED - Players are soft locked if camera isn't destroyed before rappelling in the Attack Tutorial.\n\nFIXED - Missing muzzle VFX on semi-automatic weapons.\n\nFIXED - Players can double vault with a deployable shield and Azami's Kiba Barrier.\n\n### LEVEL DESIGN\n\nFIXED - Bed is not recognized as part of 1F Bunks on the Lair map.\n\nFIXED - Legs clip through walls while laying prone under desk at 2F Sewing Room of Herford Base map.\n\nFIXED - C4 can't be retrieved when thrown on to railings and not standing on stairs on various maps.\n\nFIXED - AI bots fall through trap door when trying to counter-defuse at 2F Gym on the Clubhouse map.\n\nFIXED - Unintended line of sight between gun cases at B Arsenal on the Clubhouse map.\n\nFIXED - Unintended line of sigh through openings in the bike lift in 1F Garage on the Clubhouse map.\n\nFIXED - Player can navigate onto the coffee machine located at 2F Waiting Room on the Theme Park map.\n\nFIXED - Wrong compass location displayed at 1F White Stairs on the Kanal map.\n\nFIXED - Players can navigate onto the doorway located at EXT Lift on the Lair map.\n\nFIXED - Operator clips through the platform located at 1F Garage on the Clubhouse map.\n\nFIXED - The bottom section of the shower isn't bullet proof in 2F Bathroom on the Clubhouse map.\n\nFIXED - Drone can spawn inside the wall when the player selects EXT Lift as spawn location on the Lair map.\n\nFIXED - Map is too dark in Eastern corner of 1F Closet on the Consulate map.\n\nFIXED - Players are able to gain access to an advantageous position in 1F Map Room on the Kanal map.\n\nFIXED - Players are able to gain access to an advantageous position in 2F Upper Arcade on the Theme Park map.\n\nFIXED - Players are able to gain access to an advantageous position in 3F Electrical on the Favelas map.\n\nFIXED - Players are able to gain access to the area under the purple tarp on EXT Rooftop on the Coastline map.\n\nFIXED - Players remains stuck when entering prone between the boxes located at EXT Roof on the Lair map.\n\nFIXED - Players remains stuck between the chair and the box located at EXT Terrace on the Villa map.\n\nFIXED - Players remains stuck between stairway rail and the container located in EXT Lift on the Lair map.\n\nFIXED - Defenders aren't detected outside when exiting from Second floor balcony near 2F East Stairs on the Border map.\n\nFIXED -Two Reinforcements are needed for the wall between 2F Fountain and 2F Main Hallway on the Border map.\n\nFIXED - Players can get stuck on a washing machine in 1F Luggage Hold on the Plane map.\n\nFIXED - Unintended line of sight below the railings in 2F Mezzanine on the Outback map.\n\nFIXED - Unintended line of sight between the fridge doors in EXT Motel Balcony on the Outback map.\n\nFIXED - Unintended line of sight between the storage door and fence in 1F Warehouse on the Nighthaven Labs map.\n\nFIXED - Unintended line of sight between the wall and the door frame in 2F Operational on the Lair map.\n\nFIXED - Unintended line of sight between the crates in 1F Briefing on the Lair map.\n\nFIXED - Unintended line of sight towards 2F Pillar room on the Kafe Dostoyevsky map by vaulting on top of a shelf in 2F Reading Room.\n\nFIXED - Unintended line of sight between the wall and bracket in 2F Statue Gallery on the Emerald plains map.\n\nFIXED - Unintended line of sight towards EXT Parking on the Consulate map by running out from B Yellow Stairs to EXT Courtyard.\n\nFIXED - Players can navigate on top of the kiosk in EXT Christmas Market on the Kafe Dostoyevsky map.\n\nFIXED - Players stuck when exiting rappel next to a metal box in EXT Lobby Side on the Nighthaven Labs map.\n\nFIXED - Players can vault inside a double bunkbed in 2F Dorms on the Outback map.\n\nFIXED - Players can navigate to the top of a suspended cabinet in 1f Coat Check on the Kafe Dostoyevsky map.\n\nFIXED - Players can navigate to the top of a bake tray rack in 1F Kitchen Cooking on the Kafe Dostoyevsky map.\n\nFIXED - Fire VFX is still present on Pillars of the Tower Map after changing to being undamaged.\n\nFIXED - Defuser can't be picked up if it's dropped during vault over a palm tree in EXT Unloading Zone on the Fortress map.\n\nFIXED - Bird flock has unintended behavior on the Villa map.\n\nFIXED - Various collision, asset, and texture issues on maps.\n\nFIXED - Various planting and pick-up defuser issues.\n\nFIXED - Players are unable to pickup deployable and throwable devices in various spots on various maps.\n\n### OPERATORS\n\nFIXED - Players can self-revive instantly if Doc has previously shot them while they are wearing Rook's Armor Pack.\n\nFIXED - Missing detonation timer on Flores's RCE-Ratero Charge drone HUD.\n\nFIXED - Previous ping still visible after scanning another set of footprints with Jackal's Eyenox Model III.\n\nFIXED - Missing connection status screens in match replay for Valkyrie's Black Eye.\n\nFIXED - Remove prompt for Lesion's Gu Mine does not function as described while standing near a dropped defuser.\n\nFIXED - Unusual behavior, movement and looping SFX for Flores' RCE-Ratero Charge drone after deploying on various spots of various maps.\n\nFIXED - Missing knife object during Caveira's interrogation ability.\n\nFIXED - Oryx's Remah dash doesn't protect him from melee attacks with a shield.\n\nFIXED - Deimos' DeathMARK Tracker selects a random target after initial target is eliminated.\n\nFIXED - Deimos' DeathMARK Tracker ping isn't visible when Deimos is downed.\n\nFIXED - Deimos' DeathMARK Tracker pops in and out rapidly when Deimos cancels the marker on a Defender immediately after it's applied.\n\nFIXED - Deimos' DeathMARK Tracker still applies to the target when Deimos is eliminated during the gadget's activation.\n\nFIXED - Tracker Intro plays for the affected target by Demos' DeathMARK Tracker if Deimos is eliminated during the countdown phase of the round.\n\nFIXED - Incorrect warning message displays if Deimos' DeathMARK Tracker is activated on an Operator in an area that deactivates electronic devices.\n\nFIXED - HUD feedback is unavailable for Deimos' DeathMARK when no drones are available.\n\nFIXED - Operator is visible by Deimos' DeathMARK Tracker if Deimos is in an area that deactivates electronic devices during the countdown phase of the round.\n\nFIXED - Missing VFX for Deimos' DeathMARK Tracker in kill cam when Deimos is eliminated by a Defender Operator affected by his ability.\n\nFIXED - Defender Icon missing after scanning with Jackal's Eyenox Model III.\n\nFIXED - Various animation issues.\n\n### USER EXPERIENCE\n\nFIXED - Messages aren't converted in speech to text and text to speech.\n\nFIXED - Windows display scale impacts in-game resolution on the Vulkan API.\n\nFIXED - L3 behavior automatically set to sprint when modifying lean left while aiming setting to any other key and then back to default in customize controls window.\n\nFIXED - Controller layout order for PC is different compared to other platforms.\n\nFIXED - Chat background opacity has no effect on chat background during pick and ban phases.\n\nFIXED - Operators hold the default weapon instead of the equipped weapon in the Operator preview.\n\nFIXED - Text on Diegetic Panel is hard to read when close to the countertop.\n\nFIXED - Item source sorting causes items to appear in the wrong categories under the latest category of the inventory tab.\n\nFIXED - Headshot count and hits tracker disappear when target HP bar in the second lane disappears.\n\nFIXED - Multiple operators' uniforms can't be added to favorites in the inventory tab.\n\nFIXED - Scroll bar is missing from the headgear and uniform sections of the appearance menu.\n\nFIXED - The recoil pattern for shotguns is broken in the shooting records of the Shooting Range.\n\nFIXED - Missing button indicators to navigate the Shooting Range Lane 3 Options menu tabs while using a controller.\n\nFIXED - Wrong description for laser barrel attachment.\n\nFIXED - Language specific characters are not shown when sorting by name on multiple localizations.\n\nFIXED - Various Match Replay issues.\n\nFIXED - Various UI issues.\n\n### AUDIO\n\nFIXED - Countdown SFX can be heard at the end of a Free for All match.\n\nFIXED - Incorrect voice line plays when Thermite's Exothermic Charge if affected by Mute's Signal Disruptor.\n\nFIXED - Incorrect voice line plays when Fuze's Cluster Charge is affected by Mute's Signal Disruptor.\n\nFIXED - Incorrect voice line plays when Hibana's X-Kairos is affected by Mute's Signal Disruptor.\n\nFIXED - SFX from Bandit's Shock Wire and Kaid's \"RTILA\" Electroclaw is only heard from one side of the wall.\n\nFIXED - Missing SFX for drone entering Mute's Signal Disruptor.\n\nFIXED - Various audio issues.\n\nFollow us and share your feedback on [X](http://twitter.com/rainbow6game), [Reddit](https://www.reddit.com/r/Rainbow6/), and [Facebook.](https://www.facebook.com/Rainbow6/)", "categories": [ "rainbow-six-siege" ], "readTime": 10, "url": "https://ubisoft.com/en-gb/game/rainbow-six/siege/news-updates/6P50LnjwQr8ryAYoAPXZjk/y9s1-patch-notes-addendum", "date": "2024-03-12T09:30:00.000Z" }, { "id": "lXrneeMdjNoSM3yf9ZVl0", "title": "Y9S1 Streamer Charms", "abstract": "New Rainbow Six Siege Streamer Charms for Y9S1!", "thumbnail": "https://staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/7evQUdBTSf4Zl97NbO88DA/cab1135a80da33db34d653ad8a08ef71/y9s1_new_charms_header.jpg", "content": "# New Rainbow Six Siege Streamer Charms for Y9S1!\n\n## Announcing the next Streamer Charms!\n\nEach season will bring the release of new charms, as well as the return of streamer charms from previous seasons!\n\n## New\n\n![[R6S] Y9S1 Streamer Charms - img 1](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/7evQUdBTSf4Zl97NbO88DA/cab1135a80da33db34d653ad8a08ef71/y9s1_new_charms_header.jpg)\n\n[Frankystrings](https://www.twitch.tv/frankystrings)\n\n[Pxppy](https://www.twitch.tv/pxppy)\n\n[Eternal_Regina](https://www.twitch.tv/eternal_regina)\n\n## Returning\n\n![[R6S] Y9S1 Streamer Charms - img 2](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/4ZnrFGweUHgEsbCaVQPPwN/afec438f859badfb5ae2cc604b666ec9/Y9S1_Streamercharms_Updated1.jpg)\n![[R6S] Y9S1 Streamer Charms - img 3](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/7eAVQOYsVu44o39braKAY5/59db81e476b7a89aadb79888b2adfc25/Y9S1_Streamercharms_Updated2.jpg)\n![[R6S] Y9S1 Streamer Charms - img 4](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/399VBKoG8pt5TuZXtVXEbV/2652908b64e05c6ab0d02af84436acdd/Y9S1_Streamercharms_Updated3.jpg)\n![[R6S] Y9S1 Streamer Charms - img 5](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/1HqlIkf0DRJmXSQMAxocvy/e5f8a5708b9cb7c55595f2634c83e4a4/Y9S1_Streamercharms_Updated4.jpg)\n\n[Alfredoplays](https://www.twitch.tv/alfredoplays)\n[AnneMunition](https://www.twitch.tv/annemunition)\n[Beaulo](https://www.twitch.tv/beaulo)\n[Bighead](https://www.twitch.tv/bighead033)\n[BikiniBodhi](https://www.twitch.tv/bikinibodhi)\n[Bnans](https://www.twitch.tv/bnans)\n[Braction](https://www.twitch.tv/bractionfps)\n[Drid](https://www.twitch.tv/dridgg)\n[FastAnne](https://www.twitch.tv/fastanne)\n[Gabbo](https://www.twitch.tv/gabbodsq)\n[Heideltraut](https://www.twitch.tv/heideltraut)\n[Interro](https://www.twitch.tv/interro)\n[JerichoFive](https://www.twitch.tv/jerichofive)\n[JessGOAT](https://www.twitch.tv/jessgoat)\n[Jynxzi](https://www.twitch.tv/jynxzi)\n[Just9n](https://www.twitch.tv/just9n)\n[Kalera](https://www.twitch.tv/Kalera)\n[KingGeorge](https://www.twitch.tv/KingGeorge)\n[KittyR6](https://www.twitch.tv/kitty_r6)\n[LagonisR6](https://www.twitch.tv/lagonis)\n[Lil_Lexi](https://www.twitch.tv/lil_lexi)\n[Lt Custard](https://www.twitch.tv/lt_custard)\n[Lusorkoeffizient](https://www.twitch.tv/lusorkoeffizient)\n[MacieJay](https://www.twitch.tv/MacieJay)\n[Mag6](https://www.twitch.tv/mag6)\n[M3RY](https://www.twitch.tv/m3ry)\n[Matimi0](https://www.twitch.tv/matimi0)\n[MrBboy45](https://www.twitch.tv/mrbboy45)\n[Narcoleptic Nugget](https://www.twitch.tv/narcolepticnugget)\n[Nesk](https://www.twitch.tv/neskwga)\n[PaladinAmber](https://www.twitch.tv/paladinamber)\n[Patife](https://www.twitch.tv/patife)\n[Pengu](https://www.twitch.tv/pengu)\n[RazaH](https://www.twitch.tv/razah)\n[REMGURI / 렘쨩](https://www.twitch.tv/remguri)\n[Rubsarb](https://www.twitch.tv/Rubsarb/)\n[SexyCake](https://www.twitch.tv/smexycake)\n[Sha77e](https://www.twitch.tv/sha77etv)\n[Shorty](https://www.twitch.tv/shortyyguy)\n[shroud](https://www.twitch.tv/shroud)\n[SilphTV](https://www.twitch.tv/silphtv)\n[Tatted](https://www.twitch.tv/tatted)\n[Tranth](https://www.twitch.tv/tranth)\n[Varsity](https://www.twitch.tv/varsitygaming)\n[WhiteShark67](https://www.twitch.tv/whiteshark67)\n[yo_boy_roy](https://www.twitch.tv/yo_boy_roy)\n[z1ronic](https://www.twitch.tv/zironicdk)\n[Zander](https://www.twitch.tv/zander)\n[ziGueira](https://www.twitch.tv/zigueira)\n[GarfieldIsDoc](https://www.twitch.tv/garfield)\n[Supr](https://www.twitch.tv/supr)\n[RyyFyy](https://www.twitch.tv/ryyfyy)\n[FoxA](https://www.twitch.tv/foxa_r6)\n[Nerdengenheiro](https://www.twitch.tv/nerdengenheiro)\n[Rainbow6itacom](https://www.twitch.tv/rainbow6itacom)\n[Minimichegga](https://www.twitch.tv/minimichegga)\n[Jost](https://www.twitch.tv/jost)\n[JustRyuk](https://www.twitch.tv/justryuk)\n[Paluhh](https://www.twitch.tv/paluhh)\n[Poxonlox](https://www.twitch.tv/poxonlox)\n[TheLionerYT](https://www.twitch.tv/thelioneryt)\n[itsSpoit](https://www.twitch.tv/itsspoit)\n[Retalha](https://www.twitch.tv/retalha)\n[FooYa](https://www.twitch.tv/fooya)\n[IceCold](https://www.twitch.tv/icecold)\n[Athieno](https://www.twitch.tv/athieno)\n[Marciu](https://www.twitch.tv/marciu)\n[Rembeey](https://www.twitch.tv/reembey)\n[rasco100](https://www.twitch.tv/rasco100)\n[Vetelcito01](https://www.twitch.tv/vetelcito01)\n[OneShooter](https://www.twitch.tv/oneshooter)\n[Scythe](https://www.twitch.tv/scythe)\n[Jenz](https://www.twitch.tv/jenz)\n\n## How to acquire charms\n\nThese 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 [this FAQ](https://support.ubi.com/Faqs/000035432/Get-your-Twitch-Streamer-s-charm).\n\n## How to get involved\n\nWe are always on the lookout for content creators that inspire and enrich the Siege community. If you would like access to the perks of being a partnered content creator, and your goal is to one day have a charm in the game, we would like to invite you to apply to the [Ubisoft Creators Program](https://creatorsprogram.ubisoft.com/en-us).", "categories": [ "rainbow-six-siege" ], "readTime": 2, "url": "https://ubisoft.com/en-gb/game/rainbow-six/siege/news-updates/lXrneeMdjNoSM3yf9ZVl0/y9s1-streamer-charms", "date": "2024-03-08T16:30:00.000Z" }, { "id": "3jBlCdtRBQx2sCjmY2umNu", "title": "Y9S1 Designer's Notes", "abstract": "In this latest edition of Designer's Notes, we'll go into detail about the balancing changes that'll come with the Y9S1 Test Server and give you some insight into the reasons behind them.", "thumbnail": "https://staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/7BuDqwUMu05kXWg7wKT9o2/4f77a62bdc954546b39ebd19670af7f5/DesignersNotes_Header_Y9S1_960x540.jpg", "content": "In this latest edition of Designer's Notes, we'll go into detail about the balancing changes that will come with the Y9S1 Update and give you some insight into the reasons behind them.\n\n# BALANCING MATRIX AND TOP OPERATOR BANS\n\n### WIN DELTA VS. PRESENCE\n\n![[R6S] Y9S1 Designer's Notes - R6S_DN_Y9S1_BalancingMatrix_Att](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/3BByZtOUGouozoJ5eLFUqd/00e3c5f91c167f0d6111597eb23520ac/R6S_DN_Y9S1_BalancingMatrix_Att.mp4)\n\n![[R6S] Y9S1 Designer's Notes - R6S_DN_Y9S1_BalancingMatrix_Def](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/6vBHgcnXk65sddNSkcrqYG/3bbfc6f86070370e76da09ff63f0f531/R6S_DN_Y9S1_BalancingMatrix_Def.mp4)\n\n*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.*\n\n*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.*\n\n### OPERATOR BAN RATE\n\n![[R6S] Y9S1 Designer's Notes - R6S_DN_Y9S1_BanMatrix_Att](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/2ilTWZhMFBWvR6jc5zfuyh/da7de1a97f300e3787d8f545ecf63781/R6S_DN_Y9S1_BanMatrix_Att.mp4)\n\n![[R6S] Y9S1 Designer's Notes - R6S_DN_Y9S1_BanMatrix_Def](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/2ZjSZJm3NfwG1OgYvFxNmq/c9724782881f312090bd672ca5cfd9bf/R6S_DN_Y9S1_BanMatrix_Def.mp4)\n\n# OPERATOR BALANCING\n\n* * * * *\n\n### AZAMI\n\n#### KIBA BARRIER\n\n- Barriers have 999hp.\n- Barriers are vulnerable to bullet damage.\n- The damage dealt to the barriers depends on the weapons' caliber or destruction output.\n\nAzami has reinvented the way to defend some sites and have made others viable or at least more comfortable for defenders. Her ability to reshape the map is something that has changed Siege forever. But in a lot of situations, her ability requires too much from attackers or creates unfair situations.\n\nThey can be placed in locations that are impossible to reach with melees or extremely risky to approach. Additionally, explosives as the only reliable way to counter them makes her very taxing for Attackers and limits their flexibility to pick operators with non-explosive utility. Repeatedly destroying placed barriers is tedious and frustrating for attackers, even more so if you have used explosives to deal with them.\n\nTo try and solve those problems, we tested several options that were later discarded:\n\n- __Soft__: The idea was to allow bullets to go through the barrier. This turned the barriers into an indestructible soft wall, which was interesting, and fixed some nasty pixel peeks that are unchallengeable for attackers. It also mitigated the urgency to destroy them, therefore the resources required, as you could pre-fire through them to inhibit the defender from using them. But we considered that this took away too much of the Kiba Barrier's identity.\n\n- __Lifespan__: In this prototype, the barriers would only last for a specific time and then they would auto-destroy. The main problem with this version was that Attackers didn't have any authority or a new way to deal with them besides waiting, and it wasn't a fun interaction.\n\nFinally, we decided that adding a new way to destroy them from a distance was the best approach, so the barriers keep their essence and Attackers have more options. Kiba Barriers will now be __vulnerable to bullets.__ They will take damage and get destroyed when their life is down to 0. As they are similar to walls, the damage received will be affected by the weapon caliber, so high caliber weapons, such as DMRs or LMGs, will destroy the barriers faster, while lower caliber weapons, such as Handguns or SMGs, will require more bullets. \n\nAll the other ways to destroy the barriers will remain the same, so a single explosion or 3 melee hits will also do the job. However, you can combine them, so hitting them twice and then shooting at them from a safer location is possible.\n\n### FINKA\n\n#### ADRENAL SURGE\n\n- Weapon reload speed increase bonus removed.\n- Clears the shields' Suppressive Fire debuff. Reduces its effect by 50% if applied while affected by Adrenal Surge.\n\nWe have removed the weapon reload bonus from the Adrenal Surge to make the bonus on the new Angled Grip more appealing. Without speeding-up the animations and with the possibility of both effects stacking, the new attachment wasn't as impactful as we wanted.\n\n# WEAPON BALANCING\n\n* * * * *\n\n### WEAPON CLASSES\n\n#### GENERAL\n\n- New classes: Revolver, Sniper Rifle, Slug Shotgun.\n\n#### LIGHT MACHINE GUNS\n\n- Movement speed reduced by 10%.\n\n#### ADS TRANSITION\n\n- Normalized and simplified ADS curve transitions:\n - Fast: Handguns, Revolvers, Shotguns.\n - Medium: Marksman Rifles, Sniper Rifles.\n - Slow: Machine Pistols, Submachine Guns, Assault Rifles, Light Machine Guns, Slug Shotguns.\n\n#### ADS SPEED\n\n- Reduced ADS speed from idle/walk stances:\n - Handgun: 240ms (from 200).\n - Revolver: 240ms (from 200).\n - Machine Pistol: 380ms (from 280).\n - Submachine Gun: 460ms (from 300).\n - Assault Rifle: 520ms (from 400).\n - Light Machine Gun: 560ms (from 450).\n - Marksman Rifle: 520ms (from 400).\n - Sniper Rifle: 520ms (from 400).\n - Shotgun: 340ms (from 250).\n - Slug Shotgun: 520ms (from 400).\n - Hand Cannon: 240ms (from 200).\n- Reduced ADS speed from sprint (same proportion).\n- Launchers are also affected. The ADS Speed depends on their type of sight.\n\nWith the goal of increasing players' options, weapon customization, and accessibility, we have taken a look at all the weapons in the game and normalized their configuration according to their class. We have cleared all the exceptions and strange mixes, such as the Commando 9 that was a mix of AR-SMG and is now 100% an AR, so everyone will know what to expect from a weapon just by checking its class but while the classes are new the gameplay hasn't changed.\n\nWe have also taken a deeper look at the LMG class. We nerfed them significantly last year to address the LMG-meta, but now we can bring them back. Along with tweaks to specific weapons that are listed below, we are going to add a movement penalty to the whole class to compensate for their magazine capacity.\n\nClearing all the fundamentals has allowed us to expand on the Weapon Attachments System by adding new attachments and new types of bonuses, as you will see below.\n\nThe current speed makes peeking a corner too advantageous, entering danger should be properly judged and have risks. Therefore, we have reduced the ADS speed across all weapons. The new timings aim to reduce the strength of fast-peeking and return some advantage to holding an angle or repositioning. Additionally, we have simplified what determines the precision from hip fire to aiming down sights, leaving only 3 typologies:\n\n- Fast: Most of the precision is gained during the initial part of the transition (antilogarithmic). You can shoot with relatively good precision during the aiming animation.\n- Medium: The precision is increased at a constant pace (linear).\n- Slow: Most of the precision is gained during the final part of the transition (logarithmic). During the animation, it is more likely to still miss some shots on the target because it takes longer to transition from hip fire accuracy to ADS\n\n### SIGHTS\n\n#### IRON SIGHT\n\nCategory: No sight.\n- Magnification: 1.0x.\n- Added +10% ADS speed bonus.\n\n#### SIGHT\n\nCategory: Non-magnifying.\n- Magnification: 1.0x.\n- Added +5% ADS speed bonus.\n\n#### MAGNIFIED\n\nCategory: Magnifying.\n- Magnification: ~2.5x.\n- Attackers' distribution:\n - Available on every weapon.\n- Defenders' distribution:\n - 9mm C1: Frost.\n - P10 Roni: Mozzie.\n - 9x19SVN: Tachanka.\n - ACS12: Alibi, Maestro, Azami.\n - AR-15.50: Tubarao.\n - BOSG.12.2: Vigil.\n - Mk 14 ERB: Aruni.\n - MP5K: Wamai.\n - MP5: Doc, Melusi, Rook.\n - P90: Doc, Rook.\n - TCSG12: Goyo, Kaid.\n - UMP45: Castle.\n - UZK50GI: Thorn.\n - Vector .45 ACP: Goyo.\n\n#### TELESCOPIC\n\nCategory: Magnifying.\n- Magnification: ~3.5x.\n- Available only on Attacking DMRs.\n\n#### RETICLES\n\n- Increased middle dot size:\n - Holo A.\n - Holo C.\n - Red Dot C.\n - Magnified A.\n- Reduced middle dot size:\n - Holo B.\n - Magnified C.\n\nA few years ago, using the sight with the highest magnification was the way to go, now the 1.5x is the default. We want sight selection to be an important decision based on your strategy for the round. So, we have reworked the entire attachment category.\n\nFirst off, we have made an existing option more meaningful. The \"None\" sight option is now Iron Sight and has a category, No Sight. You will aim faster if you choose Iron Sights, its shape will depend on the weapon, so there is a wide variety of options to explore and test if they fit your play style.\n\nSecondly, we have the Non-Magnifying category, which includes all the attachable sights without magnification. This is a category you already know and is where you can find the Red Dot, Holographic, and Reflex sights. This category will also have an ability, and similarly No Sight, they will increase your ADS speed but with a lower percentage as they are generally more comfortable to use. We have also detected a couple of reticles that were slightly better than the rest, so we have re-balanced them.\n\nFinally, we have reorganized all the Magnifying scopes. There are fewer magnifications, making the choice and differences between each one more meaningful. We have kept only two, now called Magnified and Telescopic. For each scope type, you will have a few options to choose depending on which one is more comfortable for you. We have also tweaked the Magnified A and C reticles, so the options are balanced.\n\nThe Magnifying scopes' distribution has also changed. We believe that now every sight has its pros and cons, so we can be less restrictive with their distribution:\n\n- The Magnified will be available on every Assault Rifle, Submachine Gun, Light Machine Gun, Marksman Rifle, and Slug Shotgun in Attack.\n- The Magnified will be available on every Slug Shotgun, Marksman Rifle, and in some designated Submachine Gun in Defense (listed above).\n- The Telescopic will be available on every Marksman Rifle in Attack.\n\nAll the changes listed here, will create a lot of possibilities and many new scenarios. This is a new beginning for the weapon attachments system. We are happy with the current proposal, but we will monitor everything closely and continue making adjustments if needed in future patches.\n\n### UNDER BARRELS\n\n#### LASER\n\n- Removed Hip Fire bonus.\n- Added +10% ADS speed bonus.\n\nThe Laser bonus has changed to ADS speed.\n\nNow that we are tweaking the ADS speed across all the weapons, we didn't want to have this bonus limited to only those with access to grips. The laser has been available on almost every weapon since Y6S3.0, so everyone can use it and benefit from its ability.\n\nAdditionally, the Laser has the downside of revealing your presence, so it made sense to pair it with one of the most aggressive bonuses.\n\n### GRIPS\n\n#### ANGLED GRIP\n\n- Removed ADS speed bonus.\n- Added +20% weapon reload speed.\n\n#### HORIZONTAL GRIP\n\n- The \"None\" option is now called \"Horizontal Grip\".\n- Added +5% movement speed bonus.\n\n#### VERTICAL GRIP\n\n- Bonus reduced to +20% vertical recoil control (from +25%).\n\nWe have added a new option, the Horizontal Grip. Just as with the Iron Sight, it is a rework of the \"None\" grip option into a viable and meaningful choice. It will grant you extra mobility. Bear in mind that we are not making any operator move faster than they currently can, this attachment only allows you to move at the \"handgun\" speed but with your primary weapon, at the cost of sacrificing the other grip bonuses. \n\nThe Angled Grip has also been reworked, and now grants Weapon Reload speed, an exciting bonus for those weapons that need to reload often or have long animations.\n\nSilencers and Extended Barrels have been more popular since their respective reworks, so we have also reduced the recoil control bonus of the Vertical Grip, making equipping them a tougher decision.\n\nOnly weapons with access to the Grips section can make use of these options. By default, they are unavailable, and you must equip the attachment to get the ability. As an example, the MP5K doesn't have the Vertical Grip bonus, and the F2 doesn't have the Horizontal Grip bonus.\n\n### BALLISTIC SHIELD\n\n#### BASE\n\nMovement:\n- Every operator equipped with a Ballistic Shield will keep it in front while sprinting.\n- An operator equipped with a Ballistic Shield can push through a barricade without having to hit them twice. Does not work from rappel.\n\nWeapon handling:\n- The ability to hip fire has been removed.\n- Reduced accuracy during the shield unequip animation.\n- During the ADS animation with a shield, the weapon will not shoot until it is pointing forward.\n- Reduced ADS time to 0.5 seconds walking and 0.55 seconds sprinting (from 0.6 both).\n- The reload animation is performed behind the shield.\n- The reload will now be triggered automatically when the weapon runs out of bullets.\n\nMelee:\n- New defensive melee animation.\n- The melee now deals pushback and 65hp damage (from 100% DBNO).\n- New gadget throw animation from behind the shield (the animation will arrive in a later update).\n- New gadget trigger animation from behind the shield.\n- The Ballistic Shield remains equipped while escorting the Hostage.\n- Touching fire will trigger the guard break with 40% intensity (same as electricity).\n\n#### FREE LOOK\n\n*Please note: The \"Freelook Throw\" animation has been disabled temporarily and will be fixed in a later update. *\n\n- Can hold the FREE LOOK button to check your surroundings while keeping the Ballistic Shield aiming forward.\n- Can throw gadgets towards the direction you are looking.\n\n#### SUPPRESSIVE FIRE\n\n- The operator will be suppressed if the Ballistic Shield receives too many bullet impacts.\n - Trigger: 10 bullets.\n - Maximum intensity: 40 bullets.\n - Fall off: 7 seconds.\n- While suppressed, the operator cannot sprint. \n- While suppressed, the visibility is reduced according to the effect's intensity. \n\n#### OPERATORS AFFECTED\n\n- Blitz\n- Fuze\n- Montagne\n- Clash (only suppressive fire)\n\nWe have reimagined the mechanics around the ballistic shields in the game. Focusing on the shield being safer to use and support orientated at range as well as more threatening in close quarters. This will allow shield ops to take ground, provide more intel and control combat engagements with greater efficiency. \n\nThis update also helps realign our ballistic shields to follow two core Siege design principles: \n\n1) To be lethal with a gun, you need to be vulnerable. \n2) Actions from Player's direct input are not to be randomized. They are to be deliberate, consistent and reliable.\n\nRemoving the hip fire feature from the ballistic shields serves these principles.\n\nLike all other weapons and equipment, it is our goal to make sure every item in our operator's armories has a role and is viable when deployed with creative strategies and teamplay. We will be monitoring these changes and bringing more updates to our shields in the future.\n\n### LMG-E\n\n#### WEAPON RECOIL\n\nPC & Console\n- Reduced first kick.\n- Reduced vertical recoil.\n- The recoil will remain stable for longer during a sustained fire burst.\n\n#### OPERATORS AFFECTED\n\n- Ram\n- Zofia\n\nThe LMG-E's recoil is one of the hardest to control in R6, especially if the player tries to empty its magazine without releasing the trigger. We've seen how this weapon's popularity and performance has decreased during the last few seasons, and that is why we want to make the recoil less challenging for players. The new Movement Speed Reduction for the LMG Class allows us to employ meaningful changes. That said, due to its huge magazine and high rate of fire, the LMG-E recoil will still be one of the hardest to control within the LMG Class.\n\n### 6P41\n\n#### WEAPON RECOIL\n\nPC & Console\n- Reduced first kick.\n- Reduced vertical recoil.\n- Reduced lateral recoil.\n- The recoil will remain stable for longer during a sustained fire burst.\n\n#### OPERATORS AFFECTED\n\n- Finka\n- Fuze\n\nThe 6P41 was one of the highest performance weapons in the game during Y7, due to the combination of great fire power and a strong operator like Finka behind it. In the last few years, we've released several changes that have made the weapon one of the hardest to control which consequently makes it perform below average. The addition of the Movement Speed Reduction for LMGs allows us to restore some of its former glory by setting an easier to control recoil, this should make this weapon a more balanced and appealing option for players.\n\n### M249\n\n#### WEAPON RECOIL\n\nPC & Console\n- Reduced first kick.\n- Reduced vertical recoil.\n- Reduced lateral recoil.\n- The recoil will remain stable for longer during a sustained fire burst.\n\n#### OPERATORS AFFECTED\n\n- Capitao\n- Attacker Recruit\n\nCapitao's M249 has maintained very similar performance when compared with its loadout alternative the PARA-308, but its popularity has been way lower. The inclusion of the new Movement Speed Reduction paired with updated recoil should make it easier to control, this change aims to increase the popularity of the M249, which should invite Capitao players to spend more time with his LMG.\n\n### M249 SAW\n\n#### WEAPON RECOIL\n\nPC & Console\n- Reduced first kick.\n- Reduced lateral recoil.\n- The recoil will remain stable for longer during a sustained fire burst.\n\n#### OPERATORS AFFECTED\n\n- Gridlock\n\nGridlock's LMG is currently in a good spot in terms of performance and pick rate when compared to its alternative the F90. The new LMG Class Movement Speed reduction could disrupt this loadout equilibrium, to avoid this we are making the M249 SAW recoil easier to control.\n\n### G8A1\n\n#### WEAPON RECOIL\n\nPC & Console\n- Reduced vertical recoil.\n- The recoil will remain stable for longer during a sustained fire burst.\n\n#### OPERATORS AFFECTED\n\n- Amaru\n- IQ\n\nThe G8A1 is the most picked and best performing weapon in Amaru's loadout but it has remained as an under performing and under picked weapon for IQ for a long time.\n\nThe inclusion of the Speed Reduction for LMGs gives us more space to make the G8A1 recoil a little easier to control, this should ensure that this weapon retains and potentially improves its performance and appeal to players.\n\n* * * * *\n\nFollow us and share your feedback on [Twitter](https://twitter.com/Rainbow6Game) and [Reddit](https://www.reddit.com/r/Rainbow6/).", "categories": [ "rainbow-six-siege" ], "readTime": 18, "url": "https://ubisoft.com/en-gb/game/rainbow-six/siege/news-updates/3jBlCdtRBQx2sCjmY2umNu/y9s1-designers-notes", "date": "2024-02-26T10:00:00.000Z" }, { "id": "427BHmfNfGsFcHrBxLu1D5", "title": "“I was there when Rainbow began. I’ll be there when it ends.” - DEIMOS", "abstract": "Meet Gerald Morris, aka DEIMOS, hailing from Birmingham Alabama, USA. He is a force to be reckoned with. DEIMOS is an attack Operator who was there when Rainbow began and wishes to see its downfall.", "thumbnail": "https://staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/7xjMlHtylpZwHM14bX6RpB/8ec7c40e3bf1dc442541a256b66af4cf/Y9S1_OperatorKeyart_FINAL.jpg", "content": "Meet Gerald Morris, aka DEIMOS, hailing from Birmingham Alabama, USA. He is a force to be reckoned with. DEIMOS is an attack Operator who was there when Rainbow began and wishes to see its downfall.\n\nCommitted and austere, this Operator runs by the book and is a true soldier at heart. His main mission in life is simple: to create the greatest soldiers the world has ever seen. DEIMOS is making his debut in the new season Operation DEADLY OMEN because a match against him is just that.\n\nDEIMOS is a tracking Operator who uses his DeathMARK, to reveal his opponents' locations while also revealing his own. The DeathMARK makes both players aware of each other's position until time runs out or one player has met their demise. DeathMARK and DEIMOS are a match made in heaven or hell depending on where you stand, both unrelenting as they force confrontation. His 44 Vendetta is his only weapon compatible to use concurrently with DeathMARK and is great for when he needs to get the job done.\n\nDeathMARK isn't his only tool of termination, he can take out opponents with his AK-74M or M590A1. With 2 HEALTH and 2 SPEED DEIMOS is for players who love to strategize and want to outsmart their prey. His collection of weapons also makes him a great choice for Front-Line players, with confidence and the gun skills to back it up. If you're playing against DEIMOS, you must rise to the challenge or be eliminated.\n\nA considerable opponent and soldier to his core DEIMOS will force Defenders to play by his rules. If you have what it takes to counter him; TUBARÃO or VIGIL will make for an interesting match. TUBARÃO's ZOTO CANNISTER can deactivate the DeathMARK temporarily; however, in doing so they will limit utility and movement. VIGIL, on the other hand, is better equipped to counter DEIMOS as he can use the ERC-7 to counteract the DeathMARK. No matter who you may choose to go against this aggressive Operator, DEIMOS and his DeathMARK are here to prove that you can run, but you certainly can't hide.\n\nStrike fear into the hearts of Defenders when you play DEIMOS, available on the Test Server starting on February 26, 2024.\n\n\"Bring DEIMOS on an operation? No way in hell.\" -- Captain Jordan \"Thermite\" Trace, Redhammer Squad Leader.", "categories": [ "rainbow-six-siege", "game-updates" ], "readTime": 2, "url": "https://ubisoft.com/en-gb/game/rainbow-six/siege/news-updates/427BHmfNfGsFcHrBxLu1D5/i-was-there-when-rainbow-began-ill-be-there-when-it-ends-deimos", "date": "2024-02-26T09:00:00.000Z" }, { "id": "1Zo3SN6YLn05kMy2f6kwb6", "title": "ANTI-CHEAT STATUS UPDATE – FEBRUARY 2024", "abstract": "Check out our latest Anti-Cheat Status Update.", "thumbnail": "https://staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/3cSHb0IfGHiK9bVPH3X6Ff/1fa48cb0fec2fc22c58b8651a25b410d/Anti-cheat_header_960x540.png", "content": "## CURRENT CHEATING LANDSCAPE\n\nToday, we'll share what our Player Protection team is doing to reinforce our anti-cheat and security systems, in order to protect the player experience.\n\nWe recently [acknowledged](https://x.com/Rainbow6Game/status/1752006229642097037?s=20) the increased frustration that players have felt lately regarding cheating. It is clear that __the landscape of cheating in Siege is evolving__. For example, the QB System on PC is directly impacting cheat creation by making new cheats more difficult to create. It has been extremely successful in shaking up the cheating ecosystem with some cheat providers leaving or shutting down. However, new solutions and additional security measures can often act as double-edged swords; we deter less experienced cheat makers, but those that are well implanted will work harder to release new functional and undetectable cheats. This is why fighting cheats is a continuous endeavor.\n\nWe've now made a concentrated push to guarantee the necessary resources that Siege needs, and as part of this, we have created a special task force. We call this task force our Strike Team, supporting Player Protection with anti-cheat and security in Siege. This strike team has brought experts from multiple fields together in order to accelerate our ability to fine tune our anti-cheat solutions and target the most prolific cheats head-on.\n\n### PREVENTING CHEAT FEATURES AND EXPLOITS\n\nWe know that there are undetected cheats and gameplay exploits currently live in the game which are leading to a deteriorated gameplay experience. This is why we've implemented a strike team to tackle some of the most problematic cheats and exploits currently working in the game. It's crucial however that we not only react to cheats but also work to make cheat creation more difficult, and to this end our strike team has also been working on adding further encryptions throughout the game.\n\n### CHEATS ADDRESSED\n\nWe've addressed a number of cheats over the recent months with updates going live with Y8S4.3.\n\n__ADDRESSED CHEATS & EXPLOITS__\n\n- Various navigation cheats.\n- Various shooting-related cheats.\n- Various griefing cheats.\n- Various drone-related cheats.\n\nAs well as this, we've identified a prevalent cheat provider which led to a large ban wave and contributed to over 9,000 cheaters banned in January 2024, and 10,000 bans within a rolling 30-day period.\n\n## ANTI-CHEAT & BAN SYSTEMS\n\nLet's take a look at some of our anti-cheat and security systems, how they're working for us now, and what we're doing moving forward.\n\nTo start with, we want to assure you that our __anti-cheat solutions are always active__ and are only ever temporarily disabled to resolve issues which could affect our ability to protect legitimate players. Once resolved the affected system is then [reactivated](https://twitter.com/Rainbow6Game/status/1603102530678173696).\n\nWe do not deactivate our security or anti-cheat measures such as the QB System or MouseTrap for any prolonged amount of time, with BattlEye always remaining active.\n\n### MOUSETRAP\n\n__WORKAROUNDS__\n\nIn Year 8, we fixed a number of workarounds that were enabling spoofers to avoid or reduce their chances of detection, though we are aware that some players are still able to avoid the full effects of our system. We are working hard to counter these remaining workarounds and we are confident that you'll see further reductions in spoofing soon.\n\n__EFFECTIVENESS__\n\nMouseTrap continues to find, track, and penalize players who use mouse and keyboard on console through the use of spoofing devices and has remained active and effective throughout Year 8. The usage of spoofing devices which saw a drop on the release of MouseTrap has continued to trend at this lower rate since its release. Our data also shows that players do swap to controller if viable MouseTrap workarounds are not available, making a better experience for everyone.\n\n__MOUSETRAP UPDATES__\n\nWe are currently investigating new solutions to detect more types of spoofing adapters, and we've recently pushed an update to MouseTrap to further increase its effectiveness while ramping up its effects.\n\nIn this update we have:\n\n- Optimized our detection thresholds to identify more mouse and keyboard players on console.\n- Fined-tuned maximum latency penalties setting for the remainder of the season.\n\nThese changes will allow MouseTrap to detect even more players who are using mouse and keyboard on console, while adding high latency sooner.\n\nAs well as this, we are currently implementing additional in-game warning feedback for detected players and are developing an additional MouseTrap feature which will help to further level out the playing field. This feature will have a further positive impact on the match-to-match experience of console players. We will share more information on this important update during the Six Invitational.\n\n### QB SYSTEM\n\nAt its core, the purpose of the QB System is to make cheat creation more tedious, difficult, and costly, creating an unfavorable environment for cheat creators and sellers. QB is also beneficial when it comes to bans, having the ability to detect those who attempt to bypass it. We've already seen cheat creators giving up on Siege due to the increased effort that is now required for basic cheat development. It's made waves in the cheat market while having a great impact on Siege.\n\nAfter the successful launch of the QB System however, it became clear that we did not have the right long-term support in place that was required to ensure the system's continued effectiveness. We've now changed our approach and have committed to regular updates for the QB System going forward.\n\nWe are now developing new iterations which will be coming in Year 9, and in the meantime, we continue to fine-tune and further strengthen this innovative security system. QB is a solid system for Siege, and we're making sure that it's receiving the resources needed in order to maximize its performance.\n\nWe're excited to share more information on our advancements with the QB System later this year.\n\n### BANS - DATA BANS + BATTLEYE\n\n__BANS NUMBERS__\n\nHere we have our latest ban data, covering the last 3 months. We can see that while we had over 9,000 bans in January, the previous month of December was less successful in terms of detections and bans. This was due to new blatant cheats becoming available, most of which were not detectable during December, resulting in fewer bans and increased frustration for players. With our team focused on the cheats that are being used right now, we aim to see similar results to January in the near future.\n\n![[R6S] ANTI-CHEAT STATUS UPDATE – FEBRUARY 2024 - bans](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/3rEwpPLQVxdZrvCz1LWQh5/5cf11d6ebfc3a9e192233dc2dfe04832/R6_BanChart_Nov-Jan24.jpg)\n\n__DATA BANS__\n\nSince their introduction, Data Bans have been a great success for Siege, finding illegitimate players that weren't already being found by our systems working at the forefront. However, __we fully recognize that there is room for improvement, with some high stat cheaters remaining undetected.__\n\nOur goal with Data Bans is to ensure that we can find as many cheaters as possible while continuing to protect our honest players. At the moment, we are working to __refine our data models__ by making use of additional player data points. This process will result in a more granular player overview, allowing us to increase the precision of the underlying system and in return boost its potency. As we continue to optimize we'll be able to adjust our thresholds, casting a wider net with full confidence, and finding and banning more cheaters that may have been going undetected.\n\nThere's more to come on Data Bans. We're also currently __developing a machine learning solution__ which will aim to broaden our ability to detect cheaters in Siege.\n\nWe'll be sharing more on this in a future update.\n\n__BATTLEYE__\n\nBattlEye is the system that makes up for most of our cheater bans. Like our other forms of anti-cheat, __BattlEye is never turned off__, remaining active at all times, finding and banning thousands of cheaters each month.\n\nAs some of you may have noticed, in-game mentions of BattlEye have been removed. This change is to make sure that cheaters aren't getting information on how or what they were detected by; even minor details such as the mention of a ban system can play a role in the creation of new and undetectable cheats. This small change will help in reducing the chances of our anti-cheat systems being bypassed by cheaters and cheat makers.\n\n![[R6S] ANTI-CHEAT STATUS UPDATE – FEBRUARY 2024 - 2023 bans](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/2rFmB5Wxj9DS0krqeLmYRV/0363386ef47f7c03afe564477c0fd9f6/100k.Bans.960x540.png)\n\n## CONCLUDING OUR PLANS & VISION\n\nWe know that cheaters have a big impact on Siege and everyone's enjoyment of the game, which is why we're boosting our anti-cheat resources. We already have results to show for this in January, and we have much more to come.\n\nWe are focused on strengthening our anti-cheat tools, tackling current high impact cheats, and ultimately giving players the experience that they log on for.\n\nMake sure to watch the Six Invitational for the Year 9 Season 1 and Year 9 reveals on Saturday February 24th and Sunday February 25th, for further information on our Player Protection plans!", "categories": [ "anti-cheat", "rainbow-six-siege" ], "readTime": 8, "url": "https://ubisoft.com/en-gb/game/rainbow-six/siege/news-updates/1Zo3SN6YLn05kMy2f6kwb6/anticheat-status-update-february-2024", "date": "2024-02-15T16:31:00.000Z" }, { "id": "5plhBU3RgPKheHPernoEWK", "title": "Y8S4.3 Patch Notes", "abstract": "See the upcoming changes to Rainbow Six Siege with the release of Y8S4.3!", "thumbnail": "https://staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/2oloPdm7LmljbCWmTUSnN6/aa61c483fd7e69526f39e3ec2ce476e8/Y8S4.3_Article.jpg", "content": "You can find here the updates and fixes for the Y8S4.3 patch.\n\n## Y8S4.3 Patch Size\n\nFind the download sizes for each platform below.\n\n- Ubisoft Connect: 0.4 GB\n- Steam: 0.3 GB\n- Xbox One: 0.6 GB\n- Xbox Series X: 0.7 GB\n- PlayStation 4: 0.5 GB\n- PlayStation 5: 0.7 GB\n\n# TWEAKS AND IMPROVEMENTS\n\n## GAME HEALTH\n\n### GAME STABILITY\n\nOverall stability of the game has been improved.\n\n### FPS IMPROVEMENTS\n\nWe've addressed FPS drop issue that occurs when Tubarao's Zoto Canister is used. We appreciate the input from the community that helped make this fix possible.\n\n### ANTI-CHEAT\n\nAnti-Cheat has been changed to detect a larger quantity of cheating overall. For more information check out the devblog, which will be going live at 12pm ET / 5pm UTC today.\n\n[https://rainbowsix.com/AntiCheat_Feb24](https://rainbowsix.com/AntiCheat_Feb24)\n\n# BUG FIXES\n\n## LEVEL DESIGN\n\nFIXED - Rooms are too dark on the Consulate map.\n\nFIXED - Drones can't break windows by jumping through them.\n\nFollow us and share your feedback on [X](http://twitter.com/rainbow6game), [Reddit](https://www.reddit.com/r/Rainbow6/), and [Facebook.](https://www.facebook.com/Rainbow6/)", "categories": [ "rainbow-six-siege" ], "readTime": 1, "url": "https://ubisoft.com/en-gb/game/rainbow-six/siege/news-updates/5plhBU3RgPKheHPernoEWK/y8s43-patch-notes", "date": "2024-02-15T10:30:00.000Z" }, { "id": "5YK5Mlv2HjWgV9S2uUXYEO", "title": "Y8S4.2 Patch Notes", "abstract": "See the upcoming changes to Rainbow Six Siege with the release of Y8S4.2!", "thumbnail": "https://staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/6D5gOD11es4Kb69dwdUQOP/41e4ee8e40701009405dbe74001d8f01/Y8S4.2_PatchNotes.960x540.jpg", "content": "# Y8S4.2 PATCH NOTES\n\nYou can find here the updates and fixes for the Y8S4.2 patch.\n\n## Y8S4.2 Patch Size\n\nFind the download sizes for each platform below.\n\n- Ubisoft Connect: 1.11GB\n\n- Steam: 647 MB\n\n- Xbox One: 0.95GB\n\n- Xbox Series X: 1.2 GB\n\n- PlayStation 4: 1.55GB\n\n- PlayStation 5: 1.14GB\n\n# OPERATOR BALANCING\n\n### ACE\n\n- S.E.L.M.A.'s fuse time increased to 4 seconds (from 3.2 seconds)\n\n### MAVERICK\n\n- Added Smoke Grenades\n\n### THUNDERBIRD\n\n- Added Deployable Shield\n\n### KAPKAN\n\n- Added Bulletproof Camera\n\n- Removed Impact Grenades\n\n### TUBARÃO\n\n- Zoto Canisters decreased to 3 from 4.\n\n- Zoto Canisters no longer affect Maverick's D.I.Y. Blowtorch.\n\n- The electrical insulation effect from Zoto Canisters on metallic objects (reinforcements, deployable shield, etc.) will remain for an additional 1.5 seconds after the gadget ends or is destroyed.\n\n# WEAPON BALANCING\n\n### G-36C\n\n- Increased Vertical and Horizontal Recoil.\n\n### SMG-11\n\n- Damage reduced to 32 (from 35).\n\n### SPAS-15\n\n- Reduced first shot kick.\n\n- Increased lateral recoil.\n\n# BUG FIXES\n\n## GAMEPLAY\n\nFIXED - Player spins in place when having connectivity issues.\n\nFIXED - Blur VFX from damage is not properly applied. \n\nFIXED - Player passes through barricades without breaking them when using ballistic shield to break the barricade and switching to a weapon at the same time.\n\n## LEVEL DESIGN\n\nFIXED - Breach charges and deployable gadgets can't be placed on the window located at EXT Stable Yard on the Villa map.\n\n## OPERATORS\n\nFIXED - Tubarão's Zoto Canister speed reduction isn't applied if Tubarão is eliminated while holding the canister.\n\nFIXED - Flash VFX doesn't apply when hiding behind Osa's Talon-8 Clear Shield.\n\nFIXED - Electricity VFX continues to play after moving away from an electrified wall affected by Tubarão's Zoto Canister and hit with an EMP grenade.\n\nFIXED - Iana's Gemini Replicator gauge stays red when affected by an electronics interfering device.\n\nFIXED - Azami's Kiba Barrier occasionally doesn't stop bullets.\n\n## USER EXPERIENCE\n\nFIXED - Tubarão's unlock cinematic plays when reaching the main menu after viewing it the first time.\n\nFIXED - Greyed out settings in Options tab don't default to intended states when status is set to private in Ubisoft Connect.\n\nFIXED - Caveira's Luison Silencer missing skin in the loadout menu when the Mata-Leao legendary uniform is applied.\n\nFIXED - View Menu button doesn't redirect to the Playlist menu from the News menu.\n\nFIXED - Lair playlist uses the wrong image.\n\nFIXED - Yellow dot from Play Section is not removed after Tutorials tab is viewed.\n\nFIXED - M590A1 shotgun clips through walls with specific skins.\n\nFIXED - Animated tag is missing from item preivew in the shop menu when viewed in full screen.\n\nFIXED - Brightness is lower in the main menu while in offline mode.\n\nFIXED - Compass on drone doesn't work when viewed in spectator mode.\n\nFIXED - Leave Squad and See Ubisoft Connect Invite buttons do not function properly when leaving a squad.\n\nFIXED - Settings are not retained when using play again option in the home tab after playing a versus AI game.\n\nFIXED - In-game inventory UI does not update when transactions are completed.\n\nFIXED - Osa's idle animation plays for other operators in the Operators tab.\n\nFIXED - Mute buttons aren't functional when joining a game in progress or reconnecting.\n\nFollow us and share your feedback on [X](http://twitter.com/rainbow6game), [Reddit](https://www.reddit.com/r/Rainbow6/), and [Facebook.](https://www.facebook.com/Rainbow6/)", "categories": null, "readTime": 4, "url": "https://ubisoft.com/en-gb/game/rainbow-six/siege/news-updates/5YK5Mlv2HjWgV9S2uUXYEO/y8s42-patch-notes", "date": "2024-01-23T11:00:00.000Z" }, { "id": "1VJt41BV7BPIuQURfavThd", "title": "Y8S4.2 Designer’s Notes", "abstract": "In this latest edition of Designer’s Notes, we'll go into detail about the balancing changes that’ll come with the Y8S4.2 test server and give you some insight into the reasons behind them", "thumbnail": "https://staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/181shwE4v3YBBTzimBqQZl/acd88267efb16c021fc2d176b2c8b911/R6_DesignersNotes_Header_Y8S4.2_960x540.jpg", "content": "In this latest edition of Designer's Notes, we'll go into detail about the balancing changes that'll come with the Y8S4.2 Update and give you some insight into the reasons behind them.\n\n# BALANCING MATRIX AND TOP OPERATOR BANS\n\n## WIN DELTA VS. PRESENCE\n\n![[R6S] Y8S4.2 Designer's Notes - BalancingMatrix Att](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/252BY6uEA8aY7V8B1gXFsD/d274cbc30314ca215305ee8e0bbb2920/R6S_DN_Y8S4.2_BalancingMatrix_Att.mp4)\n\n![[R6S] Y8S4.2 Designer's Notes - BalancingMatrix Def](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/492A3jfY2kqJOvTesL1qCm/a4cd18fd05ceaf1f3519eab430b30698/R6S_DN_Y8S4.2_BalancingMatrix_Def.mp4)\n\n*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.*\n\n*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.*\n\n*Graphs have been adjusted on January 25th to remove some data related to cheaters. We are continuously fighting against cheating and data associated with cheaters will never be taken into consideration when making decision about balancing.*\n\n# OPERATOR BAN RATE\n\n![[R6S] Y8S4.2 Designer's Notes - BanMatrix Att](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/3QG4XyvqKg4gaLGD1bULqf/268d62dd4c674316be2087c824e5c886/R6S_DN_Y8S4.2_BanMatrix_Att.mp4)\n\n![[R6S] Y8S4.2 Designer's Notes - BanMatrix Def](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/74Ht7pmRM1pXgD4jl2jgSY/a3c8f323af082395452d3b0f74a80d3c/R6S_DN_Y8S4.2_BanMatrix_Def.mp4)\n\n## OPERATOR BALANCING\n\n### TUBARÃO \n\n#### ZOTO CANISTERS\n\n- Decreased to 3 from 4.\n- No longer affect Maverick's D.I.Y. Blowtorch.\n- Electrical Insulation effect extended by 1.5 seconds after Canister destruction. \n\nWe've seen how Tubarão's Zoto Canisters can be used with great success during his time on the live server. Although we're still monitoring his position within the meta as the season progresses and players learn to play and counter play him, we did want to quickly readjust an aspect of his ability following feedback we've received. Reducing the amount Zoto Canisters to 3 will mean players will need to use them more strategically throughout the round. The freezing effect will no longer cause any delay to Maverick's D.I.Y. blowtorch to better position him as a counter to Tubarão. The powerful synergy between Tubarão and Ops like Bandit, or Kaid is something we strongly believe in as it's an integral part of what makes Siege and its operators so interesting. That being said, we did observe that in his current state, those synergies left little room for counter play from attackers. The electrical insulation on metal objects affected by the Zoto Canisters previously lasted only as long as the Canister was active on a surface. The added 1.5 seconds of electrical insulation allow attacking teams with strong coordination a chance to respond and forces the defense to be much more precise in the execution of their strategy if they want to succeed in denying the breach.\n\n### ACE\n\n#### S.E.L.M.A. AQUA BREACHER\n\n- Fuse time: Increase to 4 seconds (from 3.2)\n\nAce doesn't have many downsides. The S.E.L.M.A. is safe to use, quick to explode, fast to use in succession, opens a relatively big hole, and can destroy bulletproof utility. Its main downside is that it can be destroyed during the breaching process to prevent it from creating a navigable hole. But when compared with the downsides of other Hard Breach Operators, this is clearly not enough:\n\n- Thermite: Only 1 at a time, must be close to the wall, is exposed while using the charge, but creates a bigger hole.\n- Hibana: Slow deployment, slow triggering, but can be used from very far and has a lot of flexibility.\n- Maverick: Requires quite a bit of time, must be close to the wall, is incredibly exposed while using it, but he doesn't have counters.\n\nBy increasing the fuse time, we want to give defenders a better chance to prevent the breach when a lot of resources are dedicated to protecting the wall. The extra time will increase the synchronization required between the breacher enabler (Thatcher, Impact EMP, etc.) and Ace to open an actively defended wall successfully.\n\n### KAPKAN\n\n#### LOADOUT\n\n- Added Bulletproof Camera.\n- Removed Impact Grenades.\n\nKapkan has a huge impact on every round regardless of the number of traps triggered. The way attackers must approach the map changes after spotting him or triggering one of his traps. They have to slow down and start paying attention to every window and door frame to ensure they won't blow up. The last buff to the EDDs made this psychological effect even stronger because you may not get a second chance.\n\nWe considered that he already has enough tools to make attackers lose time and the Impact Grenades are helping him be more elusive, allowing him to create rotations on the fly and make attackers invest even more time hunting him through a minefield.\n\n### MAVERICK\n\n#### LOADOUT\n\n- Added Smoke Grenades.\n\nWe are aware that Maverick is a bit situational without Frag Grenades, and despite not having hard counters, there are not too many situations that justify bringing him over other Hard Breachers and an EMP source. It is dangerous to rely on him as the main breacher because of the time and danger he is in while doing the job. And as a secondary breacher, someone more flexible, such as Ace or Hibana (even the Hard Breach Charge), is usually a less limiting choice for the team.\n\nWe hope that the Smoke Grenades can help him be more appealing as a secondary breacher and increase his flexibility, so he can also help with site execution, or even cover himself while breaching through reinforcements.\n\n### THUNDERBIRD\n\n#### LOADOUT\n\n- Added Deployable Shield.\n\nWe finished her transition to a more supportive role with the latest tweaks to the Kona Station and loadout changes back in S2.0 but it seems like her utility is not appealing enough.\n\nThe addition of the Deployable Shield will allow her to create genuine strongholds for defenders by herself. The protection from the shield and the backup from the Kona Stations can make any defender in these positions a hard target to deal with. You can add a few Active Defense Systems or Mag-Net Systems to prevent the shield from getting destroyed too easily and attackers will have a tough time trying to move you out of position.\n\nAdditionally, the SPAS-15 is also improved to encourage her to contribute to site setup.\n\nWe believe that these changes can make her more appealing to players who like to experiment with different setups and help their teammates from the backline.\n\n# WEAPON BALANCING\n\n* * * * *\n\n### SPAS-15\n\n#### RECOIL (PC & Console)\n\n- First shot kick reduced.\n- Lateral recoil increased.\n- Elastic time increased.\n\n#### OPERATORS AFFECTED\n\n- Caveira\n- Thunderbird\n\nAutomatic Shotguns were left on the sidelines during the Shotgun rework. We were aware that some of the changes introduced could be a bit scary at first sight, so we wanted to be sure that we didn't enter a new Shotgun meta era by buffing the automatic ones too much.\n\nDespite this, we don't have plans to touch them again in the near future (we want to see how everything settles), As we wanted to buff Thunderbird, we found it a good opportunity to make a slight tweak to the SPAS-15. Depending on the effect of these changes, we might give similar treatment to the other automatic shotguns.\n\nWe are reducing the first shot kick, which eases landing consecutive shots on the target and taking full advantage of the automatic mode. On the other hand, we are increasing the lateral recoil and adding a clear tendency to the left, which also reduces its tendency upwards.\n\n### G36C\n\n#### RECOIL (PC & Console)\n\n- Vertical recoil increased.\n- Horizontal recoil increased.\n\n#### OPERATORS AFFECTED\n\n- Ash\n- Iana\n\nBoth the R4C and ARX-200 have received balancing changes to reduce their power level in the last few years, this has made players gravitate towards the G36C. That combined with Ash and Iana being two of the strongest fraggers on Attack have made the G36C the weapon with the highest Kill Death Ratio on Attack. This alone isn't an issue; it is a strong weapon in the hands of Operators dedicated to \"kills\", but the difference between this weapon and other high KDR weapons in the game is too high. Access to the 1.5x sight is an element that strongly affects this weapon's power level, but also differentiates it from its Loadout competitors the R4-C and ARX-200.\n\nWith all of that in mind we've decided to modify its recoil. It will be harder to control on every axis which will require players to use more \"recoil control\" attachments and increase the difficulty of long-range engagements while using the 1.5x.\n\n### SMG-11\n\n#### BASE STATS\n\n- Damage: Reduced to 32hp (from 35).\n\n#### OPERATORS AFFECTED\n\n- Amaru\n- Mute\n- Smoke\n- Solis\n\nFor a very long time, the SMG-11 has been the weapon with the lowest Time to Kill among all automatic weapons by far. The change in damage will put it more in line with all the other weapons, while remaining among the fastest. The change will increase the bullets required to kill 1-armor operators by 1, rewarding precision and punishing spraying and praying. \n\nWe could have reduced the damage even more without affecting the TTKs, but we want it to remain appealing enough to pair with primary shotguns.\n\n* * * * *\n\nFollow us and share your feedback on [Twitter](https://twitter.com/Rainbow6Game) and [Reddit](https://www.reddit.com/r/Rainbow6/).", "categories": [ "rainbow-six-siege" ], "readTime": 9, "url": "https://ubisoft.com/en-gb/game/rainbow-six/siege/news-updates/1VJt41BV7BPIuQURfavThd/y8s42-designers-notes", "date": "2024-01-22T20:39:00.000Z" }, { "id": "6uMSX3GcrTsISxlA5CMmY", "title": "Holiday Pack 2023", "abstract": "Happy Holidays from the Rainbow Six Siege team! We've got a surprise for you! The free 2023 Holiday Pack is available from December 22nd 2023 through January 3rd 2024", "thumbnail": "https://staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/4ISMUiNuNKElKj7oSHEFlk/c410c6884bdf7b7fb7bc36151fc6f9b2/R6S_2023_HP_WEB_ARTICLE.jpg", "content": "Happy Holidays from the Rainbow Six Siege team! We've got a surprise for you!\n\nThe free 2023 Holiday Pack is available from December 22nd 2023 through January 3rd 2024.\n\nThe Holiday Pack contains 1 random unowned Operator or a Bravo Pack if all Operators are already owned.\n\nTo get your pack go the shop and claim the \"free gift\" item. The in-game news bulletin should also direct you there.\n\nWe hope you enjoy and have a great time heading into the new year.\n\n