1. Tom Clancy's Rainbow Six® Siege X
  2. News

Tom Clancy's Rainbow Six® Siege X News

Operation Deep Freeze Live!

Operation Deep Freeze sees new Defender Tubarão keep the competition hot. He stays cool-headed with his Zoto Canister gadget, which releases a freezing compound that will impair Operators movement and any other gadgets in its area of effect. Due to the “cold zone” left behind, any Operator footprints passing the area will be recorded. This gadget can disrupt both enemy and friendly gadgets, but with strategic placement, offers players an opportunity to regain control of a round. Tubarão is a two speed and two health Operator, with a loadout featuring an MPX or AR-15.50 as his primary weapon and a P226 MK 25 as his secondary weapon.

Get instant access to Tubarão and other rewards with the Deep Freeze Battle Pass including: a Bravo ticket, 18 Bravo packs, Operator and weapon skins, and 600 R6 credits back. If you are short on credits, look no further than the Premier or Signature packs for the best deal on R6 credits.

The Signature and Premier packs are the best way to acquire the Battle Pass for Operation Deep Freeze alongside exclusive skins and a 7-day Renown Booster! The Signature Pack provides you with 7,560 R6 Credits, exclusive signature skins while the Premier Pack grants you 2,670 R6 Credits to ensure swift progression through the Battle Pass and all the offerings of the season.

Competition heats up this season with the new Ranked map Lair. Lair is the base of operations for Deimos, and the map is designed for players to experiment with different playstyles as they navigate its multiple entrances and three floors. Each floor has a distinct and the exterior has unique entry points to all three floors. Just as Deimos created this facility to calculate his operations against Rainbow, players can strategize their navigation of Lair for success during matches.

Player protection efforts continue to grow with a Reputation System update, providing more information on what impacts player standing. This season introduces the Grace Period phase where players will be onboarded, learn more about player standing, and give everyone a chance to improve their standing without any penalties before the Reputation System fully launches. This builds on the Commendation System, which allows players to commend each other after a match and rewards players with increased Alpha Pack drop rates. For more information on the Commendation System, please visit: RainbowSix.com/Commendations

Players can go to https://rainbow6.com/marketplace/register to register for a chance to access the Beta of the Rainbow Six Siege Marketplace to sell or buy in-game items with R6 Credits. Additionally, two new features arrive this season: Versus AI and Map Training. Versus AI will allow players to do a match a against AI defender bots that mimic real players, while Map Training is an innovative tool to learn and master maps. Map Training will launch with seven maps to start, including the brand-new Lair map. For player comfort, the update will also add full controller remapping, controller deadzone customization, including Lean Behavior, a big feature for controller players coming later this season. Also coming to Operation Deep Freeze is balancing for Operator Mira, major updates to the Frag grenade, and two new Elite skins.

Y8S4 Streamer Charms



New Rainbow Six Siege Streamer Charms for Y8S4!



[h2]Announcing the next Streamer Charms![/h2]

Each season will bring the release of new charms, as well as the return of streamer charms from previous seasons!

New






Bravenika

Giselleglezv

Jenz

Scythe


Returning





Alfredoplays AnneMunition
Beaulo
Bighead
BikiniBodhi
Bnans Braction Drid FastAnne Gabbo Heideltraut
Interro
JerichoFive
JessGOAT
Jynxzi
Just9n KingGeorge
KittyR6 LagonisR6
Lil_Lexi
Lt Custard
Lusorkoeffizient MacieJay
Mag6 M3RYLAND
Matimi0
MrBboy45
Narcoleptic Nugget Nesk
PaladinAmber
Patife
Pengu RazaH REMGURI / 렘쨩
Rubsarb
SexyCake
Sha77e Shorty
shroud SilphTV
Tatted Tranth
Varsity
WhiteShark67
yo_boy_roy
z1ronic Zander
ziGueira GarfieldIsDoc Supr
RyyFyy FoxA
Nerdengenheiro
Rainbow6itacom
Minimichegga
JostRekt JustRyuk
Paluhh
Poxonlox
TheLionerYT
itsSpoit
Retalha
FooYa
IceCold
Athieno
Marciu
Rembeey rasco100
Vetelcito01
OneShooter




[h2]How to acquire charms [/h2]


These 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.



[h2]How to get involved [/h2]


We 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.

CLASSIFIED: CONNECTIVITY



Whether you're jumping into Arcade or getting your squad together for a Ranked session, the one thing that all players need is a reliable online experience. In this blog, we'll shed some light on connectivity in 2023, look at what we've achieved, analyze any unplanned downtime, and take a peek at what the Connectivity team is working on.

[h2]A YEAR IN REVIEW[/h2]
Firstly, let's take a closer look at some of the changes brought to the game over the past year that had directly impacted Connectivity, so that we can deep dive into some of the solutions put in place to improve the overall player experience.

[h3]UNPLANNED MAJOR DOWNTIME[/h3]
Downtime is likely to be the biggest concern for most players when it comes to connectivity. Downtime of a game's online services can have a wide array of causes, many of which are not linked to the game's servers themselves. Issues related to new features included as part of an update or the process and logistics behind patch deployment are just a couple of examples of triggers that could result in an online services outage. While our Connectivity team works to ensure our servers are ready for players at all times, we have multiple teams who are making improvements on their side too, with an aim to minimize these extra trigger sources as much as possible.

Below you will see the total unplanned major downtime for each month this year so far. We can see that while the most recent months of September and October have been a relative success, there are three main spikes throughout the year prior to this. Let’s inspect those spikes, why they occurred and how our teams responded.



JANUARY
January saw 15 hours and 54 minutes of unplanned downtime with a number of unique causes being identified, part of which was related to the release of Crossplay. The Connectivity team worked through both December and January bringing stability to the game and establishing areas where revisions or improvements were required. Each instance of downtime was also independently investigated by our teams, with steps taken on how to avoid or mitigate the effects of similar issues in the future. Changes made as a result of the investigations have since helped to reduce impacts from similar events.

APRIL
In April, we had 7 hours of unplanned outages across three separate incidents all again having a unique cause. In all cases, the Connectivity team was able to detect the point of failure which was causing players to be unable to connect, and was then able to make immediate or planned changes to our systems and procedures to remedy the issues going forward.

AUGUST
Y8S3 Operation Heavy Mettle was released on August 29th, and with this we encountered a major outage with overall downtime totaling 17 hours and 49 minutes. In essence, this outage was caused by a specific group of conditions arising, which led to our services being unable to handle the high amount of players attempting to connect at season launch.

To alleviate the issue, the team disabled systems that would deliver Rank information to players, while still allowing Rank calculations to take place in the background. This allowed players to connect, matchmake, and complete meaningful Ranked matches while the team continued their work to get the game services fully operational once more. The team was then able to reinstate the delivery of Rank information to the game once conditions were stable.

In response to this situation, teams were able to make both specific and systemic changes to help ensure that the same outcome would not be repeated under similar circumstances.

[h3]DDOS (GAME SERVER)[/h3]
When talking about game server DDOS, we're looking at DDOS that directly affects players as well as a group of matches hosted on the targeted game server. The team have previously implemented a feature to reduce the number of matches affected by these attacks, resulting in less players being ejected from matches.

Although the team has made progress in this area this year, we know that players still experience some issues with this. We see your feedback; we want to share that our work continues in this area and that the team will be making further changes in the future to help improve this situation.

[h3]SERVER REGIONS & PING TESTING[/h3]
When a player boots up Siege, it checks to find the server which will provide the lowest ping based on the player's current location. This functionality has allowed us to run live tests using new data centers, while gathering performance data. These tests are helping us to understand how activating new locations can not only improve connectivity for certain communities, but also impact the experience of all the other players.

During 2023, after such tests had been completed, the Connectivity team made two new server regions available (one for Korea and another one from Europe Central). We've found that these new locations have been a boost for many players, enabling them to play with decreased pings leading to an improved experience overall.

SERVER REGIONS - WHAT'S NEXT?
We've got nothing final to announce regarding additional new server locations as of right now, though we can confirm that it's an area the Connectivity team is putting a lot of resources into. In the coming seasons, the team will be running new internal tests, and we'll share more updates on this as soon as results become available.

In addition to testing new server locations, the Connectivity team is also working on updating and evolving its tooling. This will allow the team to pull more detailed information regarding their usage and ultimately facilitate decision-making when it comes to deciding which regions could benefit from additional resources the most.

[h3]CROSSPLAY[/h3]
Crossplay was implemented back in December and has been one of the biggest online changes to come to Siege. The feature has been a great success, though it's important to highlight just how this affected our online services in the weeks following release. During this time, we did experience issues leading to downtime which ultimately stemmed from the Crossplay feature. These issues were due to the challenges of deploying such a game-changing feature, while ensuring that all of our systems were ready to provide a stable experience with this additional load. Crucially however, the team was able to ensure that the feature remained live, while bringing stability to the game's online services, providing a highly awaited change that many players had been asking for.

[h3]TECHNOLOGY REPLACEMENT[/h3]
Over the last few seasons, our teams have been working iteratively to replace older technology which is integral to our online services. Some of this technology has been in place since Siege's early development, and as the game continues to evolve, there is a need to ensure that we still have state-of-the-art systems in place. Once complete, our team and players alike will be looking to gain multiple advantages, including decreased maintenance downtime.

[h3]COLLABORATION[/h3]
At Ubisoft we have a wide range of titles, each with their own Programming, Art, and of course, Connectivity teams. In the last year, our Connectivity team has found new ways to collaborate with such teams from other titles, including For Honor and Roller Champions. Since the new efforts were established, the data being shared has enabled us to mitigate online issues that might have otherwise affected players and has resulted in a significant positive impact overall.

[h2]LOOKING FORWARD[/h2]
The team has made multiple learnings over past seasons and applied a number of changes while working on others which will be implemented in the future. While some of these changes only represent remedies for a fraction of causes, there is no doubt that the steps taken will be beneficial moving forward.

To sum-up, here's a look at some of the areas the Connectivity team is currently working on:
  • Putting strategies in place to minimize unplanned downtime.
  • Reducing the impact of game server DDOS.
  • Tightening collaboration with other titles including For Honor and Roller Champions.
  • Testing for possible new data centers.
  • Removal and replacement of old technologies used throughout the game's life.
  • And much more behind the scenes.

This is just a brief overview of what the Siege Connectivity team has been up to, we hope that this article provides useful insight into some of the topics that are being looked at. We want to add that this is only a snippet of what this team is working on, and we'll share more on this topic in the future.

We thank you for providing feedback on your online experience as it's extremely helpful to the team and we couldn't make improvements without you!




Y8S4 DESIGNER'S NOTES

Y8S4 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 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]GADGET BALANCING[/h2]

[h3]FRAG GRENADES[/h3]

GADGET STATS
  • Fuse system: Removed ability to cook the grenade. Added fuse time reduction after the first bounce.
  • Initial fuse time: 4 seconds (from 5).
  • Reduced fuse time: 2 seconds.


We want to bring down the power level of the Frag Grenade to be in line with all the other Secondary Gadgets. Like all the others, it should be a weaker version of a Primary Gadget, such as the Hard Breach Charge for the Hard Breachers or the Bulletproof Camera for the Intel Gatherers. The secondary utility should not compete with or drive more attention than the main ability of an Operator. This change will put the spotlight back on Operators' abilities, and we will have more margin to make them excel in their roles.

We also want to increase the population of Frag Grenades, so more operators can get them without severely affecting their presence. We won't keep this utility as limited as it is right now forever because it conflicts with our intention to give as many options as possible to players to foster creativity.

To that end, we will remove the ability to cook grenades. This change removes a skill component when using them, but this aspect has been identified as the main reason why they are too powerful. Player ability can turn Frag Grenades into a better version of most operator abilities. Skilled players have reached a level that even ignores the correct counters for grenades, by killing defenders from below without warning.

We have not taken this decision lightly because of its impact on the skill ceiling when learning and mastering the use of Frag Grenades. We have adopted the fuse system from the Stun Grenade which means that the fuse time will be reduced to 2 seconds after the first Bounce (if the time is higher), so you'll still retain some control over the gadget. Reducing that skill ceiling is our last resort when tweaking a gadget, as we generally aim for the opposite.

We have tested multiple ideas looking for the right solution for the Frag Grenade's power level while keeping its identity intact. Here are a few of the changes we explored but ultimately did not implement:

  • Damage through surfaces: Here, we wanted to fix the competitive issue with a direct approach. We tested several options, from only reducing the damage below the lethal threshold to completely removing it along with the destruction. This solved the usage from the floor below against operators, but it didn't affect their power level for the majority of the population, so we wouldn't be able to give them to more operators.
  • Non-lethal: The most appealing aspect is the lethality, so we tried to reduce it directly. We tested reducing the base damage to non-lethal, so you'd have to land several Frag Grenades to kill your target. Not being able to guarantee the kill with a single throw achieved most of our objectives, but it also destroyed part of gadget's personality.
  • Reduce amount: We evaluated reducing the amount to only 1 per operator to see if it was enough to make the other options more appealing. Unfortunately, this change made them too binary; we only removed the ability to try again if you missed the target. If you were accurate, you could still achieve the same results, and this potential was deemed enough to favor selecting a single Frag Grenade over any other gadget.
  • Random fuse time: With this prototype, we tried to add a bit of uncertainty to discourage players from cooking the grenades too accurately. They are super dangerous, so it is not a device you should want around when the detonation mechanism is triggered. We changed the fuse time to be between 3 and 5 seconds. This version achieved several of our goals because the players weren't as accurate with them as they were with the live version and gave defenders time to react, which made them more interactive. But despite being a fun prototype, adding more randomness into the game while we are trying to remove it from other areas didn't convince us.


[h2]OPERATOR BALANCING[/h2]

[h3]IQ[/h3]
LOADOUT
  • Secondary Gadgets: Added Frag Grenades.


552 COMMANDO
  • Damage: 43hp (from 47).
  • Stronger vertical and horizontal recoil.


Finally, IQ gets Frag Grenades back. We will see if she can keep them depending on the power level of the new version and how her having them affects other interactions in the game. She is an intel gatherer, and her intel can help attackers use resources and time more efficiently. We don't want her increased utility to overshadow the team play.

We love her relationship with the EMP Impact Grenade. Having her on the team avoids putting drones in danger or wasting EMPs trying to hit an electricity source. She can also help the team use anti-utility gadgets more efficiently by seeing which ones are protected. She can find electronic gadgets that are normally hard to locate and track enemies using them.

Because of the increased utility and versatility, we must reduce the 552 Commando's fire power. We will reduce its damage to make the Extended Barrel combo weaker. With the new damage, 1-armor operators will take 3 bullets instead of 2 to get downed. We've also made its recoil more challenging to control, which will bring it in line with other Assault Rifles.

IQ is a team player. She helps the team be more efficient and is one of the best representations of the essence of Siege.

[h3]LION[/h3]
LOADOUT
  • Secondary Weapons: Removed Gonne-6.
  • Secondary Gadgets: Added Frag Grenades, Removed EMP Impact Grenades.


Lion and Frag Grenades were previously incompatible as the EE-ONE-D forces defenders to stay still giving the defender no options against a cooked grenade.

We are reconsidering his candidacy now because of the new synergy with the detonation system. The new Frag Grenade will force targets to move instead of killing them right away, pushing defenders into the EE-ONE-D's detection. The defender will have to think fast to evaluate the different options and decide the best course of action.

We are swapping them for the EMP Impact Grenades because they are the least picked option, and of course, removing the Gonne-6.

[h3]SENS[/h3]
LOADOUT
  • Secondary Weapons: Removed Gonne-6.
  • Secondary Gadgets: Added Frag Grenades.


You must master the R.O.U. Projector and the new Frag Grenade to make use of Sens' full potential. They have the ability to block multiple lines of sight, pressure enemies out of strong positions, and even force them to cross the light screens. This will increase Sens' skill ceiling even more.

Sens has a projectile as their main ability, and it goes against a rule we broke with Gridlock in Y8S3.3 (allowing both a throwable unique ability and Frag Grenades). We will test if this rule should remain in place with the updated Frag Grenade, or if it allows more flexibility with the distribution.

[h3]OSA[/h3]
LOADOUT
  • Secondary Gadgets: Added Frag Grenades. Removed Smoke Grenades.


The new Frag Grenades will replace Osa's Smoke Grenades, as it was her least picked secondary gadget option (only 15% of the rounds).

Osa allows attackers to create a setup, something that was exclusive for defenders until she arrived. She approaches the assault in a more methodical way, gaining terrain from defenders, but she cannot do it without help. This makes her a good candidate for this extra utility, as it is gameplay we want to encourage, but she still has good synergy with all the other secondary options, so we hope all of them will remain interesting.

[h3]BLACKBEARD[/h3]
LOADOUT
  • Secondary Gadgets: Added Frag Grenades. Removed EMP Impact Grenades.


Blackbeard is the last attacker receiving Frag Grenades. His low presence made him an easy selection and since the Claymore is still a good option, we hope choosing between the two isn't easy or at least depends on the way you intend to play the round.

[h3]CAPITÃO[/h3]
LOADOUT

We have decided to give Capitão EMP Impact Grenades to compensate for their removal from other operators and make choosing between him and Osa a bit tougher. Having Hard Breach Charges and EMPs to choose from can allow him to fit into more attacking compositions.

[h3]GRIM[/h3]
LOADOUT
  • Secondary Gadgets: Added EMP Impact Grenades. Removed Breach Charges.


552 COMMANDO
  • Damage: 43hp (from 47)
  • Stronger vertical and horizontal recoil.


We are pretty happy with the results of all of Grim's buffs. Unfortunately, he shares the 552 Commando with IQ, so the changes made to it will also affect him. To compensate for that, and recoup some of the EMP Impact Grenades removed, he will also get them, replacing the Breach Charges. We believe it is a fair exchange; losing some frag potential but gaining flexibility now with the Bailiff 410 for soft destruction.

[h3]MIRA[/h3]

BULLETPROOF GLASS
  • The bulletproof glass will be shattered if a Drilling Projectile explodes successfully after drilling into it.
  • This change affects all bulletproof glass: Black Mirror Window, Evil Eye, Talon Shield, Bulletproof Camera, Deployable Shield.
ASH'S BREACHING ROUND
  • The Breaching Round is considered a Drilling Projectile.


KALI'S V-LANCE
  • The V-Lance is considered a Drilling Projectile.
  • Note that the V-Lance doesn't drill through gadgets; it only drills through surfaces (the Black Mirror Window is considered part of the wall).


Mira is a game-changing operator. If you spot her during the Preparation Phase, you know that something will have to change in the way you execute the attack. We love the effect she has in game, but we believe the reason for her high ban rate is purely strategic. You don't want to deal with her in situations where she alone defines the pace of the round.

We introduced the Shattered Glass system back in Y6S3 to give attackers more ways to deal with the Black Mirror Windows and penalize bad usage. We are very happy with the results, so we are going to expand that system by adding new sources, so attackers have more flexibility when spotting a Mira.

We have defined a new projectile category; "Drilling projectiles". These projectiles drill into the surface they impact to apply their effect. They'll explode from the inside of the surface to deal more damage and will now shatter bulletproof glass. For instance, if Ash's Breaching Round sticks to the Black Mirror glass and explodes successfully, the glass will be shattered.

[h3]MAESTRO[/h3]
LOADOUT
  • Main Ability: 3 Evil Eyes (from 2)


EVIL EYE
  • Battery: 6 seconds (from 5)
  • Overheat: 6 seconds (from 5)


Maestro has been indirectly nerfed repeatedly since the release and introduction of new systems (Shattered Glass, Outside Cameras), new operators (Flores, Brava), new gadgets (Gonne-6, EMP Impact Grenades), and tweaks to operators (Dokkaebi) and now again with the increased population of Frag Grenades. Because of all this and the current meta, his presence has understandably gone down to be one of the least-picked defenders.

The changes to Evil Eyes should make attackers treat them with more respect. The new battery will allow Maestro to kill 1-armor operators with a single turret and down 2 to 3-armor operators. Increasing the number of Evil Eyes to 3 will increase his flexibility, requiring at least two operators with the proper secondary utility to deal with all of Maestro's utility, helping him become the master of intel that he should be.

[h2]PLAYLIST ECOSYSTEM CHANGES[/h2]

[h3]QUICK MATCH AND STANDARD[/h3]

We feel confident about the Quick Match changes introduced last season. The faster match time provides players a much faster paced experience. Attacker Vanguard allows players a safer approach to the action and Pre-Setups let defenders play fast without having to forfeit the strategic element of reinforcements.

Having said that, we are aware of the community's concerns regarding the new playlist ecosystem, and we realize that we made changes to the Standard mode before having the completed map pool available in Quick Match. Therefore, we are making the Standard map pool the same as Ranked while we dedicate our efforts to adding all the maps back to Quick Match as soon as possible. Once the map pool is completed, we will allocate some time to revisit Standard's map pool and provide more options for players to enjoy the maps that they want. We are working on a proposal to bring back player agency by allowing you to enjoy Standard's map pool with some control over it.

QUICK MATCH MAP POOL UPDATE
ADDED:
  • Hereford Base
  • Presidential Plane
  • Yacht
  • Fortress
  • Emerald Plains
  • Stadium
  • NightHaven
  • Lair


STANDARD MAP POOL UPDATE
  • Oregon
  • Club House
  • Consulate
  • Bank
  • Kanal
  • Chalet
  • Kafe Dostoyevsky
  • Border
  • Skyscraper
  • Coastline
  • Themepark
  • Villa
  • Outback
  • Emerald Plains
  • NightHaven
  • Lair



Follow us and share your feedback on Twitter and Reddit.




































Rainbow Six Siege's next operator has the intimidating ability to press pause on nearly every gadget in the game




Eight years, 32 seasons, 70 operators. In all that time, Rainbow Six Siege players can point to only a few moments where the cornerstone of its meta—breaching—saw upheaval. In 2015 the Bandit trick proved Thatcher could be countered, in 2018 Maverick offered an unstoppable (but risky) option to brute force a wall, then Kaid offered protection for hatches. Alternate options for breaching charges and EMPs have slotted nicely into the meta since then, but I'm not sure anyone is ready for Tubarão...
Read more.