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Y9S2 MID-SEASON ROADMAP UPDATE



Y9S2 MID-SEASON ROADMAP UPDATE


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.

With that in mind let's delve into this Mid-Season Roadmap Update!



[h2]ROADMAP UPDATES[/h2]

[h3][MAJOR FEATURE] SHOOTING RANGE ACCESS DURING MM[/h3]
  • Status: Confirmed for Y9S3
In Y9S3 players will be able to practice their aim while waiting for a match. Search for a match, select the Shooting Range, and the game will take you into your match once it's ready.

[h3][NEW] [PLAYER PROTECTION] BINARY HARDENING[/h3]
  • Status: Confirmed for Y9S3
We will continue to enhance game security by introducing changes to the game code base using encryption and hardening techniques. These updates will help to disrupt cheat makers and make future cheating creation more difficult. Find out more in our latest Player Protection Update.

[h3][NEW] [PLAYER PROTECTION] QB SYSTEM EXPANSION[/h3]
  • Status: Target Delivery: Y9S4
The QB System is one of our security systems for Siege. After a successful introduction in 2022, we found that production was halted by several cheat creators. Our Anti-Cheat team is currently working on an expansion of the QB System which we believe could be a game changer for the disruption of cheat makers.

[h3][MAJOR FEATURE] SIEGE CUP BETA (PC)[/h3]
  • Status: PC BETA Confirmed for Y9S3
The Siege Cup will first launch in Beta form with a limited availability, releasing on PC only initially and in the NA and EU regions. The Siege Cup will provide a highly competitive experience and so this testing phase will allow us to trial the feature itself while also analyzing server performance. It’s crucial that we provide a polished and fair experience for everyone and this initial Beta phase will help to facilitate a full release in the near future.

[h3][BALANCING] SOLIS UPDATE PT 2, DOKKAEBI, NØKK[/h3]
  • Status: Confirmed for Y9S3
Solis: Part 1 of the Solis update came with Y9S2. In the upcoming season we'll be bringing the deeper system changes that we've been working on.

DOKKAEBI: The update coming to Dokkaebi will directly tackle some of the frustrations that her opponents feel, while ensuring that she can remain an impactful attacker.

NØKK: In Y9S3 we'll be bringing an update to Nøkk designed to improve her usability and playability.

[h3][PLAYER COMFORT] AFTER ACTION REPORT 2.0[/h3]
  • Status: Confirmed for Y9S3
The After Action Report that you see after completing a match will see a full redesign, realizing a fresh and more fluid experience.

[h3][MAJOR FEATURE] BADGES AND CAREER[/h3]
  • Status: Delayed to Y9S4
As announced in the Year 9 Overview, Badges will allow players to show-off their hard earned achievements in Siege. The Career page will also be a new home for players wanting to track in-game stats, Rank, Reputation and more.

[h3][MAJOR FEATURE] VERSUS AI 2.0: ATTACKERS[/h3]
  • Status: Confirmed for Y9S3
In Y8S4 we released the Versus AI Beta, allowing players to play against defending AI alone or in a squad. With Versus AI 2.0, players will now be able to defend the site, while a team of highly trained AI Operators do their best to infiltrate and take victory.

[h3][TRAINING AND ONBOARDING] TARGET DRILL[/h3]
  • Status: To be removed in Y9S4
Since the release of Endless Drill, we’ve quickly seen it become the new favorite way for players to warm up and sharpen their skills against dummies. With this in mind, Target Drill will be removed in Y9S4, effectively being fully replaced by Endless Drill. With Endless Drill being the only way to train against dummies from that point, it will also be renamed to Target Drill.

[h2]FULL REVEAL[/h2]
Stay tuned for the Year 9 Season 3 reveal coming up on Sunday, August 25th, at 10AM PT / 1PM ET / 7PM CET.

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Join the discussion on Twitter, Instagram, Reddit, Discord, Facebook, and TikTok.

Check out the public Roadmap for more information on the changes coming your way!

PLAYER PROTECTION UPDATE



PLAYER PROTECTION UPDATE


We know that Y9S2 has seen an increase in cheater activity, and in this Player Protection Update we will be showing how we are working to reverse this. The journey of Anti-Cheat is a constant back and forth between ourselves and cheat makers, and we are in this alongside our players. We are coming back stronger, and our efforts and passion will not be thwarted.

Covered in this update:

ANTI-CHEAT
  • Encryption - Binary Hardening: The Impact & Investment
  • The QB System: Advancement & Investment
  • MouseTrap: Updates & PC Matchmaking
  • Match Cancellation 3.0
  • New Ban Data For May & June
ANTI-TOXICITY
  • Learnings
  • Reputation Standings: Changes
  • Reputation System: Y9S4 Refresh
  • Additional Updates & Features
  • In-Game Player Reports
ANTI-CHEAT




[h2]NEW ANTI-CHEAT DEVELOPMENT TEAM[/h2]
In Y9S1, we decided that it was necessary to have increased, long-term investment for Siege Anti-Cheat. In response to this, we restructured our team in a way that would dedicate more resources to the challenges of cheating and Anti-Cheat. Our new team is now composed of multi-disciplinary expert developers with an increased field of expertise that has continued to ramp up since our last Anti-Cheat Status Update, and is dedicated to improving the cheating situation in Siege.

[h3]CORE STRATEGY - PROACTIVE & REACTIVE[/h3]
Our Anti-Cheat strategy can be split into two main parts: proactive and reactive protections.

Proactive protection includes measures which are taken ahead of time, some of which will have a future or longer-term impact. These will generally impact cheat creators more, leading to reductions in the availability of cheat software. Encryption and binary hardening are proactive measures, which work by securing the game and making the creation of cheat software more difficult. Our team will be using these proactive measures to disrupt cheat-makers, making cheats more difficult to maintain.

With our proactive protections having reduced the amount of cheat software available, our reactive protections can now continue the journey. Reactive protections will cover the areas which tend to affect cheaters themselves, who again, will have less software to choose from. This is where BattlEye and the QB System step in, working again to disable cheats and ban illegitimate players.

The Anti-Cheat team is working to create new innovative approaches to Anti-Cheat in both the proactive and reactive areas by pursuing research and development. They will also be adding new data points and detections to our systems as part of our range of reactive protections, including detections for abnormal gameplay behaviors.

[h2]PROACTIVE PROTECTION[/h2]
[h3]ENCRYPTION - BINARY HARDENING[/h3]
After the beginning of Y9S1, we started work on an internal roadmap to update the game code base using encryption and hardening techniques to enhance security. We've made several hardening updates during Year 9 so far; however, this is a long-term strategy. While every security update that we make has the potential to help in the here and now, this work will hit ongoing and future cheat creation hardest, as it results in new cheats being harder to develop, increasing the barriers to entry. The resources that we are putting into encryption and binary hardening will set Siege's security foundations for the future.

ANALYZING UPDATES

The changes introduced with encryption and binary hardening can however also work by disrupting cheat-makers, resulting in unstable cheats after each season update, patch, or hotfix. We closely analyse the time that it takes for cheats to get back online after each deployment while also monitoring in-game cheating reports. Such analysis helps the Anti-Cheat team to understand how an update has performed and which changes might have been the most impactful, helping us to measure the performance of such updates.

Y9S2 CHEATING INCREASE: WHAT WE'RE DOING

Some cheats came back online more quickly than expected after the launch of Y9S2, resulting in a surge of cheating early on. We also measured an increase in cheater reports during this time, indicating that players were coming into contact with cheaters more often. Our promise is to keep investing in hardening for seasons to come, all the while working to find new ways to further improve the game's security. These will be key factors in reducing the impact of cheaters in both the short and long term. In the meantime, we ask that you continue to report players that you suspect of cheating, as this is a tremendous help for the team.

[h2]REACTIVE PROTECTION[/h2]
[h3]QB SYSTEM - EXPANSION[/h3]
The QB System is our bespoke security system which saw an extremely successfully introduction in late 2022, with several cheat creators halting production for Siege. The addition of the QB System into Siege was monumental, but as cheats received updates, more of them were able to function with success. As is the case with other security and Anti-Cheat systems, the QB System requires constant updating, and our team is committed to this. Our new Anti-Cheat team is currently working on an expansion of the QB System which we believe could be a game changer for the disruption of cheat makers. We cannot share technical details at this time, but we are hoping to be able to test a prototype in Y9S4.

The QB System is crucial in undoing the increase in cheating that players have felt this season, and it remains to be a high priority for the team.

[h3]MOUSETRAP - MOUSE & KEYBOARD DETECTION ON CONSOLE[/h3]
MouseTrap first released in Y8S1 with unprecedented success, reducing spoofing device usage by 78%. In some cases, cheaters did find ways around this system and so the team has worked to resolve any exploits that have arisen.

Today we are focusing our MouseTrap efforts on its detection capabilities, continuously making updates and monitoring its performance. As we continue to work, we will be ensuring that more device types can be detected with increased accuracy.

MOUSETRAP - PC MATCHMAKING

As we have shared previously, an overhaul on the MouseTrap sanctions system will also be coming in Y9S4, forcing confirmed users of spoofing devices into PC matchmaking. Let us be clear too, that those players will be fighting on the proper PC playing field, so we are working to ensure that PC recoil will also be activated in those cases. If you are using a spoofing device, you will not have an advantage.

[h2]MATCH CANCELLATION 3.0[/h2]
Match Cancellation 3.0 will be coming in Y9S4 and will feature Cheater Match Cancellation. With this version, once a cheater is confirmed and consequently banned, the match they are in will be automatically cancelled, leading to less time being spent by honest players in unfair matches.

[h2]BANS - DATA BANS + BATTLEYE[/h2]
[h3]BAN NUMBERS[/h3]
Ban data for the 2024 so far, including new data for May and June.



[h2]A MESSAGE FROM THE ANTI-CHEAT TEAM[/h2]
As passionate developers and players, we acknowledge cheating as a top priority for our game. We believe fairness is at the core of a competitive game such as Siege, and are fully dedicated to making it a safer, fairer, and a more competitive space. We believe that we have gathered the right team of passionate experts to tip the scales in our favor in the cat and mouse game we play against cheaters and cheat-makers. As we move forward, we will be providing more transparency on our ongoing strategies.

ANTI-TOXICITY




[h2]TOXICITY MONITORING[/h2]
[h3]PHILOSOPHY - PROTECTING PLAYERS FROM TOXICITY[/h3]
We have redefined the way we want to monitor and drive our initiatives related to toxicity in Siege, and our main focus remains to protect all players from experiencing toxicity in-game while measuring toxicity in a way that makes sense for all players.

[h3]IN-GAME PLAYER REPORTS[/h3]
In-game player reports are crucial for connecting player experiences with the Anti-Toxicity team. While your reports help to manually outline the possible behavioral patterns of an individual, they also help us to analyse the current state of toxicity in-game through your perception of it. This is why in the future, we will be making changes to ensure that the report feature is as accurate as it should be.

[h2]NEW MINDSET[/h2]
[h3]LEARNINGS[/h3]
Since the Reputation System first released in its Beta form, we have received a lot of valuable feedback. This feedback has taught us that all features related to Anti-Toxicity must be transparent and clear. We know that we have not met this standard yet.

With your help, we have learned that we need to more closely align our Anti-Toxicity features with your expectations and sensitivities, fostering a fair and collaborative environment. Our commitment is to ensure that this system not only protects but is also easily understood by everyone. The primary goal of the Reputation System remains to protect the community from recurrent or highly toxic players while rewarding those who consistently demonstrate positive behavior.

[h3]REPUTATION STANDINGS[/h3]
Moving forward, we will be removing abusable actions that affect a player's Reputation Standing. We will also be removing or updating any Anti-Toxicity features that can be exploited. The result will be that only your own actions will have a negative impact on you.

Changes:
  • [Y9S1] Deactivation of Written Chat and Voice Chat Penalties that could have relied on the unverified actions of other players.
  • [Y9S2.3] Deactivation of the Friendly Fire kick that could be abused leading to targeted players being kicked.
  • [Y9S4] Future removal of abusable or inaccurate actions which feed the Reputation System.
  • [Future Update] Removal of the Reverse Friendly Fire deactivation after reviving a teammate, due to its abuse.

[h3]REPUTATION SYSTEM: Y9S4 REFRESH[/h3]
The current Reputation System is not as transparent or as clear to understand as we would like, and so in Y9S4 we are aiming to release a refresh. As part of this, we are designing a new Reputation Center which will be easier to understand for everyone and give better insight into how your actions will affect your Standing.

MOUSETRAP IMPLEMENTATION

This new Reputation System will also tap into MouseTrap in Y9S4, meaning the usage of spoofing devices will start to affect players' Reputation.

AUTOMATED TEXT CHAT MODERATION

Coming to the Reputation System in Y9S4 is AI text chat moderation. With this, AI will analyze and moderate all text chat messages in real-time, resulting in problematic messages being censored or flagged. Your messages will have an impact on your Reputation Standing, whether they are censored, flagged, or positive.

IMPACTS & FULL RELEASE

Impacts based on your Reputation Standing alone will not be activated until the Reputation System leaves Beta and a full release is realised. This will not happen until we are absolutely confident in the robustness of the Reputation System, while being sure that it is understandable, transparent and clear for players. With this in mind, we will not be sharing potential dates for a full release just yet.

[h3]ADDITIONAL UPDATES & FEATURES[/h3]
Here is a look at some of the other Anti-Toxicity topics that our team is working on at the moment but are not yet ready to be shared in detail.

COMMENDATIONS & SQUADS

We know that the Commendation system is not as rewarding for those that regularly play in squads, and this is due to the Commendation limits that were put in place with the feature launch. We are working to change this behavior to make it more fair for squads.

IN-GAME REPORTING OVERHAUL

The report system can be used in ways which reduce the accuracy of reporting overall. We plan to overhaul this system in the future with this in mind.

VOICE CHAT MODERATION

Automatic voice chat moderation is a very important topic for us, and it will be added to the game as soon as we are ready.

REPUTATION SYSTEM DEPENDENCIES

The Reputation System has a lot of dependencies with other elements of the game. We know that in some instances bugs can cause certain actions to be unfairly received or go unaccounted for. We are working on clear mitigation plans and safeguards to be sure that these situations impact you less.

[h2]TO THE FUTURE[/h2]
With a new strategy, our latest learnings, and a wealth of updates and changes planned, we hope that the Reputation System will become a powerful tool for players. We want everyone to have the power and knowledge needed to be able to control their path, and we are working towards a clearer system.

Thank you for your feedback; we look forward to bringing these changes to you.

Y9S2.3 PATCH NOTES



Here you can find the updates and fixes for the Y9S2.3 patch.

[h2]Y9S2.3 PATCH SIZE[/h2]
Find the download sizes for each platform below.
  • Ubisoft Connect: 570 MB
  • Steam: 486 MB
  • Xbox One: 0.8 GB
  • Xbox Series X: 1 GB
  • PlayStation 4: 525 MB
  • PlayStation 5: 3.63 GB

[h2]PLAYER PROTECTION[/h2]

DEACTIVATION OF THE REPUTATION STANDING POP-UP:
  • Instead of a Reputation Notice pop-up, a yellow dot will now appear on the main menu's Reputation System tile every time a player's current Reputation Standing changes.
DEACTIVATION OF TEAM KILL KICK:
  • Players will no longer be kicked from a match after excessively killing or damaging too many allies but will still have reverse friendly fire activated. Team kills and ally damage will still count towards penalties and impact current reputation.

[h2]PLAYSTATION® TOURNAMENT[/h2]
  • The Rainbow Six Siege PlayStation® Tournaments feature has been deactivated permanently.

[h2]OPERATOR BALANCING[/h2]

[h3]AZAMI[/h3]
  • Kiba Barrier: Increased bullet damage received.

[h3]BUCK[/h3]
  • Removed GONNE-6.

GRIDLOCK
  • Increased Trax Stingers' damage to 15hp (from 10).

[h3]ECHO[/h3]
  • Added Magnified Scope to the MP5SD.
  • Changed to 3 health and 1 speed (from 2/2).

[h3]ELA[/h3]
  • Removed Observation Blocker.
  • Added Impact Grenades.

[h3]MELUSI[/h3]
  • Removed Magnified Scope from MP5.
  • Added ITA12S as a secondary weapon.
  • Increased Banshee Sonic Defense to 4 (from 3).

[h3]WAMAI[/h3]
  • Removed Magnified Scope from MP5K.

[h2]BUG FIXES[/h2]

[h3]GAMEPLAY[/h3]
FIXED - Objective flow breaks when vaulting outside a window located at 2F East Corridor during the action phase of the Defense Tutorial.

[h3]LEVEL DESIGN [/h3]
FIXED - Operator's leg clips through a wall next to the door located at 2F Day Care on the Theme Park map.

FIXED - Players can navigate on top of the concrete cover located at 2F Target Corridor on the Stadium Alpha map.

[h3]OPERATORS[/h3]
FIXED - Fenrir's F-NATT Dread Mine can be clipped inside wooden panels using a bulletproof camera.

FIXED - Players can do melee attacks with Montagne's Le Roc Shield before it's finished deploying.

[h3]USER EXPERIENCE[/h3]
FIXED - Chat loses functionality for all players if two users send a message with the maximum number of characters.

FIXED - Battle Pass tab replaces the Main Menu tab when leaving the Battle Pass map and pressing the escape key at the same time.

FIXED - Intro tab is incorrectly highlighted when going to the progression menu from a modal that takes you to the Battle Pass tab.

FIXED - Chat doesn't appear or is slow to load for other players of an online session if Text Chat channel is set to All.

FIXED - Chat window shrinks in size if players send successive long messages.

FIXED - Text chat messages are not sent when pressing Enter during the match.

FIXED - Placeholder text is present for the Squad Leader in the bottom left corner of the screen during the After Action Report.

FIXED - Recoil patterns occasionally won't load in the Advanced Weapon Stats section if players cycle through multiple attachments of the same type in full screen.

FIXED - Fire Power weapon stat doesn't account barrel attachment changes.

FIXED - Placeholder name and organization appear in the loadout menu of the shooting range and attacker repick before the player selects an operator.

Y9S2.3 Designer’s Notes



In this latest edition of Designer’s Notes, we'll go into detail about the balancing changes that’ll come with the Y9S2.3 update and give you some insight into the reasons behind them.

BALANCING MATRIX AND TOP OPERATOR BANS


[H3]WIN DELTA VS. PRESENCE[/h3]



Please note that we are using presence to gauge the popularity of an Operator. This notion had to be introduced to reflect the implementation of the pick & ban.
Presence definition: pick rate of an Operator when not banned. Win Delta: The Win Delta is aggregated from Operator’s Win Deltas per Bomb Site.

[h3]OPERATOR BAN RATE[/h3]


OPERATOR BALANCING

________________________________________

[h3]AZAMI[/h3]

In Y8S4, the destruction rates of the Kiba Barriers were divided between 56% from explosives and 44% from melee attacks. Following the update in Y9S1, the rates shifted to 42% explosives, 29% melee, and 28% bullets. However, during the season, explosive usage increased while bullet damage decreased. As a result, we made adjustments in the mid-season patch, but the usage of bullets didn't even match the numbers we had at the beginning of the season.

To address this, we've decided to further boost the damage modifiers. After analyzing a longer data period, we're less concerned about barriers being too vulnerable to bullets at close range. Melee attackers continue to be a more efficient and quicker method for barrier destruction. Our goal is to make barrier destruction more viable from longer distances, taking into account the damage drop-off of weapons. We aim for a more balanced usage of bullets and explosives.

[h4]KIBA BARRIER[/h4]

  • Increased damage received by Handguns:
    • 20% by Small calibers (e.g. USP40).
    • 30% by Medium calibers (e.g. M45 MEUSOC).
    • 20% by High calibers (e.g. D-50).
  • Increased by 20% the damage received by Revolvers.
  • Increased by 30% the damage received by Machine Pistols.
  • Increased damage increased by Submachine Guns:
    • 30% by Small calibers (e.g. Mx4 Storm).
    • 20% by Medium calibers (e.g. K1A).
    • 20% by High calibers (e.g. UZK50GI).
  • Increased by 20% the damage received by Assault Rifles.
  • Increased by 20% the damage received by Light Machine Guns.
  • Increased by 20% the damage received by Designated Marksman Rifles.
  • Increased by 20% the damage received by Sniper Rifles.
    • 150% by CSRX 300.


[h3]BUCK[/h3]

Over the past couple of years, attackers have gained additional tools to counter defenders' bulletproof utility (such as Brava and Ram) and increased access to explosives (including the additional Gonne-6 and Frag Grenades). As time has passed, many of the stronger defenders have already been addressed by adding more non-explosive counters (like Azami and Fenrir). Therefore, we believe that Buck's Gonne-6 is overshadowing other operators who specialize in explosive capabilities.
Our intention for Buck is to maintain his focus on environmental destruction and vertical play. We feel that the Gonne-6 is unnecessary for him to excel in this area.

[h4]LOADOUT[/h4]
  • Secondary weapons: Removed Gonne-6.


[h3]ECHO[/h3]

Despite the increased pick rate of the Supernova (approximately from 5% to 20%), our intention to position it as an alternative to the usual site architects has unfortunately resulted in it being underutilized. Consequently, we have decided to restore its armor and speed ratings and reintroduce the Magnified Scopes into the MP5SD. The new sights are designed to encourage a more passive playstyle, which should synergy well with him staying on drones at a distance from the action and hold long angles if needed.

We acknowledge that these adjustments alone may not be sufficient to increase Echo's presence substantially, so we are investigating additional changes for the Yokai drones in the background.

[h4]BASE STATS[/h4]
  • Armor: 3 (from 2).
  • Speed: 1 (from 2).


[h4]LOADOUT[/h4]
  • MP5SD: Added Magnified Scopes to sights options.


[h3]ELA[/h3]

As we are adjusting the killing potential of Melusi and Wamai, we have identified an opportunity to enhance her roaming capabilities to fill the gap that those operators might be leaving. Given the recent additions to the defensive roaster, Ela's role has become more constrained. To address this, we have decided to reintroduce her Impact Grenades, allowing her greater mobility and additional tools against Ballistic Shields.

Ela's current lethality is significantly lower than it was in Year 3 when we initially removed the grenades. By reintroducing them, our goal is to make her gameplay more dynamic during the round without creating an overly oppressive experience for the attacking team.

[h4]LOADOUT[/h4]

  • Secondary gadgets: Removed Observation Blocker. Added Impact Grenades.


[h3]GRIDLOCK[/h3]

Despite having a lot of resources and each canister covering a relatively large area, defenders do not seem particularly scared when encountering them. And the punishment for ignoring them is not severe enough. Currently, an enemy only takes 3 ticks of damage when crossing a fully expanded canister, which is only 30 hit points. Furthermore, even if the covered area is extensive, it is unnecessary to destroy all deployed Trax devices to create a safer path, so only a few bullets are needed to invalidate them.

To address this, we plan to increase the damage dealt per second. This adjustment will make them more intimidating, prompting defenders to ensure that the path is clear before proceeding. With the new damage output, crossing the area will cost 45 hp, which should encourage defenders to play more cautiously and give attackers more time to react. We remain open to further adjustments if this value does not meet our expectation in practice.

[h4]TRAX STINGERS[/h4]

  • Damage: Increased to 15hp per second in movement (from 10).


[h3]MELUSI[/h3]

The Magnified Scope has notably enhanced her efficiency in combat scenarios, even outperforming other operators with the MP5. Despite her being a 3-armor like Doc and Rook, we consider that she should be more focused on utility usage. Additionally, the introduction of other operators who can fulfill a similar role in a more flexible manner, such as Fenrir, has diminished her utility.

The proposed adjustments are designed to reduce her killing potential while expanding her contribution to team strategy. The additional resources will help her cover more space or double down in locations that might need more attention. Furthermore, the introduction of a secondary shotgun is intended to foster creativity and versatility preparing the defensive setup.

[h4]BANSHEE SONIC DEFENSE[/h4]

  • Max. resources: Increase to 4 (from 3).


[h4]LOADOUT[/h4]

  • MP5: Removed Magnified Scopes from sights options.
  • Secondary weapons: Added ITA12S.


[h3]WAMAI[/h3]

While the MP5K statistics do not currently raise immediate concerns, on the contrary, its efficiency went almost back to pre-Acog levels by the end of Season 1. The rising presence presents a pattern that can remind of past experiences with other operators, such as Alibi, Oryx, and Warden. While these operators weren't overwhelmingly overpowered in terms of stats, their significant presence – specifically the motivation to pick them – was perceived negatively, leading to concerns about game balance. In light of these considerations, we have decided to remove the Magnified Scope.

[h4]LOADOUT[/h4]

  • MP5K: Removed Magnified Scopes from sights options.

________________________________________

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BLAST R6 Montreal Major


Rainbow Six Esports is returning to Montreal for its final BLAST Rainbow Six Major of Season 2024, in November this year, with tickets available starting now!
The Montreal Major set to take place at the Verdun Auditorium in Montreal. The BLAST R6 Montreal Major will feature a 3-phase format with the final weekend playing out in front of a live audience in the Verdun Auditorium, Montreal, Canada.