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Six Invitational 2024

For the first time in Rainbow Six Esports' history, the Six Invitational takes place in São Paulo, Brazil, at the Ginásio do Ibirapuera from February 13 to 25.

This is our most iconic and renowned event of the year, providing the Siege community with an opportunity to come together and celebrate the game, discover details for the upcoming Year 9 and get the opportunity to watch the World Champions crowned in front of a packed-out arena.

Tune in at https://www.twitch.tv/rainbow6 or watch the streams on the Rainbow Six Siege product page on Steam.

  • Group stage February 13-17, 2024 // 09:30 local time (BRT) / 07:30 EST / 13:30 CET / 21:30 JST-KST
  • Playoffs Phase 1 February 18-21, 2024 // 09:30 local time (BRT) / 07:30 EST / 13:30 CET / 21:30 JST-KST
  • Playoffs Phase 2 Day 1 February 23, 2024 // 10:30 local time (BRT) / 08:30 EST / 14:30 CET / 22:30 JST-KST
  • Playoffs Phase 2 Day 2 February 24, 2024 // 10:30 local time (BRT) / 08:30 EST / 14:30 CET / 22:30 JST-KST
  • Playoffs Phase 2 Day 3 February 25, 2024 // 12:30 local time (BRT) / 09:30 EST / 15:30 CET / 23:30 JST-KST

ANTI-CHEAT STATUS UPDATE – FEBRUARY 2024



ANTI-CHEAT STATUS UPDATE – FEBRUARY 2024


[h2]CURRENT CHEATING LANDSCAPE[/h2]
Today, 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.

We recently acknowledged 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.

We'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.

[h3]PREVENTING CHEAT FEATURES AND EXPLOITS[/h3]
We 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.

[h3]CHEATS ADDRESSED[/h3]
We've addressed a number of cheats over the recent months with updates going live with Y8S4.3.

ADDRESSED CHEATS & EXPLOITS
  • Various navigation cheats.
  • Various shooting-related cheats.
  • Various griefing cheats.
  • Various drone-related cheats.
As 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.

[h2]ANTI-CHEAT & BAN SYSTEMS[/h2]
Let'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.

To 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.

We 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.

[h3]MOUSETRAP[/h3]
WORKAROUNDS
In 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.

EFFECTIVENESS
MouseTrap 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.

MOUSETRAP UPDATES
We 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.

In this update we have:
  • Optimized our detection thresholds to identify more mouse and keyboard players on console.
  • Fined-tuned maximum latency penalties setting for the remainder of the season.
These changes will allow MouseTrap to detect even more players who are using mouse and keyboard on console, while adding high latency sooner.

As 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.

[h3]QB SYSTEM[/h3]
At 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.

After 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.

We 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.

We're excited to share more information on our advancements with the QB System later this year.

[h3]BANS - DATA BANS + BATTLEYE[/h3]
BANS NUMBERS

Here 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.



DATA BANS
Since 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.

Our 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.

There'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.

We'll be sharing more on this in a future update.

BATTLEYE
BattlEye 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.

As 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.



[h2]CONCLUDING OUR PLANS & VISION[/h2]
We 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.

We are focused on strengthening our anti-cheat tools, tackling current high impact cheats, and ultimately giving players the experience that they log on for.

Make 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!

Rainbow Six Siege players are already selling gun skins for hundreds of dollars in new marketplace beta




Longtime Rainbow Six Siege players may soon find they're sitting on a gold mine. Today, Ubisoft kicked off the beta for the Rainbow Six Marketplace, a website that allows players to sell their unwanted cosmetics for R6 Credits. The marketplace is viewable by anyone, but Ubisoft is only allowing select beta testers to buy and sell items for now...
Read more.

Y8S4.2 Patch Notes



You can find here the updates and fixes for the Y8S4.2 patch.


[h2]Y8S4.2 Patch Size [/h2]

Find the download sizes for each platform below.

  • Ubisoft Connect: 1.11 GB
  • Steam: 647 MB
  • Xbox One: 0.95 GB
  • Xbox Series X: 1.2 GB
  • PlayStation 4: 1.55 GB
  • PlayStation 5: 1.14 GB



[h2]OPERATOR BALANCING[/h2]


[h3]ACE [/h3]

  • S.E.L.M.A.’s fuse time increased to 4 seconds (from 3.2 seconds)



[h3]MAVERICK [/h3]

  • Added Smoke Grenades



[h3]THUNDERBIRD [/h3]

  • Added Deployable Shield



[h3]KAPKAN[/h3]

  • Added Bulletproof Camera

  • Removed Impact Grenades



[h3]TUBARÃO [/h3]

  • Zoto Canisters decreased to 3 from 4.

  • Zoto Canisters no longer affect Maverick’s D.I.Y. Blowtorch.

  • 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.



[h2]WEAPON BALANCING [/h2]


[h3]G-36C [/h3]

  • Increased Vertical and Horizontal Recoil.



[h3]SMG-11[/h3]

  • Damage reduced to 32 (from 35).



[h3]SPAS-15[/h3]

  • Reduced first shot kick.

  • Increased lateral recoil.



[h2]BUG FIXES[/h2]


[h3]GAMEPLAY [/h3]


FIXED – Player spins in place when having connectivity issues.

FIXED – Blur VFX from damage is not properly applied.

FIXED – Player passes through barricades without breaking them when using ballistic shield to break the barricade and switching to a weapon at the same time.



[h3]LEVEL DESIGN[/h3]


FIXED – Breach charges and deployable gadgets can’t be placed on the window located at EXT Stable Yard on the Villa map.



[h3]OPERATORS[/h3]



FIXED – Tubarão’s Zoto Canister speed reduction isn’t applied if Tubarão is eliminated while holding the canister.

FIXED – Flash VFX doesn’t apply when hiding behind Osa’s Talon-8 Clear Shield.

FIXED – Electricity VFX continues to play after moving away from an electrified wall affected by Tubarão’s Zoto Canister and hit with an EMP grenade.

FIXED – Iana’s Gemini Replicator gauge stays red when affected by an electronics interfering device.

FIXED – Azami’s Kiba Barrier occasionally doesn’t stop bullets.



[h3]USER EXPERIENCE [/h3]



FIXED – Tubarão’s unlock cinematic plays when reaching the main menu after viewing it the first time.

FIXED – Greyed out settings in Options tab don’t default to intended states when status is set to private in Ubisoft Connect.

FIXED – Caveira's Luison Silencer missing skin in the loadout menu when the Mata-Leao legendary uniform is applied.

FIXED – View Menu button doesn’t redirect to the Playlist menu from the News menu.

FIXED – Lair playlist uses the wrong image.

FIXED – Yellow dot from Play Section is not removed after Tutorials tab is viewed.

FIXED – M590A1 shotgun clips through walls with specific skins.

FIXED – Animated tag is missing from item preivew in the shop menu when viewed in full screen.

FIXED – Brightness is lower in the main menu while in offline mode.

FIXED – Compass on drone doesn’t work when viewed in spectator mode.

FIXED – Leave Squad and See Ubisoft Connect Invite buttons do not function properly when leaving a squad.

FIXED – Settings are not retained when using play again option in the home tab after playing a versus AI game.

FIXED – In-game inventory UI does not update when transactions are completed.

FIXED – Osa's idle animation plays for other operators in the Operators tab.

FIXED – Mute buttons aren’t functional when joining a game in progress or reconnecting.



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Y8S4.2 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 Y8S4.2 Update and give you some insight into the reasons behind them.

[h2]BALANCING MATRIX AND TOP OPERATOR BANS[/h2]
[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.


[h2]OPERATOR BAN RATE[/h2]


[h2]OPERATOR BALANCING[/h2]

[h3]TUBARÃO[/h3]
ZOTO CANISTERS

  • Decreased to 3 from 4.
  • No longer affect Maverick's D.I.Y. Blowtorch.
  • Electrical Insulation effect extended by 1.5 seconds after Canister destruction.

We'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.

[h3]ACE[/h3]
S.E.L.M.A. AQUA BREACHER

  • Fuse time: Increase to 4 seconds (from 3.2)

Ace 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:

  • Thermite: Only 1 at a time, must be close to the wall, is exposed while using the charge, but creates a bigger hole.
  • Hibana: Slow deployment, slow triggering, but can be used from very far and has a lot of flexibility.
  • 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.

By 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.

[h3]KAPKAN[/h3]
LOADOUT

  • Added Bulletproof Camera.
  • Removed Impact Grenades.

Kapkan 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.

We 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.

[h3]MAVERICK[/h3]
LOADOUT

  • Added Smoke Grenades.

We 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.

We 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.

[h3]THUNDERBIRD[/h3]
LOADOUT

  • Added Deployable Shield.

We 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.

The 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.

Additionally, the SPAS-15 is also improved to encourage her to contribute to site setup.

We 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.

[h2]WEAPON BALANCING[/h2]

[h3]SPAS-15[/h3]
RECOIL (PC & CONSOLE)

  • First shot kick reduced.
  • Lateral recoil increased.
  • Elastic time increased.

OPERATORS AFFECTED

  • Caveira
  • Thunderbird

Automatic 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.

Despite 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.

We 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.

[h3]G36C[/h3]
RECOIL (PC & CONSOLE)

  • Vertical recoil increased.
  • Horizontal recoil increased.

OPERATORS AFFECTED

  • Ash
  • Iana

Both 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.

With 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.

[h3]SMG-11[/h3]
BASE STATS

  • Damage: Reduced to 32hp (from 35).

OPERATORS AFFECTED

  • Amaru
  • Mute
  • Smoke
  • Solis

For 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.

We could have reduced the damage even more without affecting the TTKs, but we want it to remain appealing enough to pair with primary shotguns.


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