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Rainbow Six Siege mouse spoofers scramble to support forums after new anticheat 'Mousetrap' unexpectedly kicks in




"Mousetrap" is an anticheat technology developed for Rainbow Six Siege that's intended to detect and punish "spoofers"—that is, players who use mouse and keyboard on their consoles in order to gain a precision advantage over people using controllers. Ubisoft announced the system in February and said it was supposed to go live in April, but it may have jumped the gun on that a bit because some Xim Apex users are already reporting that their devices are being detected...
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Y8S1 Commanding Force Patch Notes Addendum



You can find here the updates and fixes made over the course of the Y8S1 Season Test Server. For the full Operation Commanding Force Patch Notes, follow the link below.
Operation Commanding Force Season Patch Notes: https://rainbow6.com/CommandingForce.

Y8S1 PATCH SIZE

Find the download sizes for each platform below.
• Ubisoft Connect: 5.34 GB
• Steam: 3.6 GB
• Xbox One: 4.35 GB
• Xbox Series X: 4.87 GB
• PlayStation 4: 4.53 GB
• PlayStation 5: 4.18 GB

[h2]PLAYER COMFORT[/h2]
[h3]BRAVA[/h3]
At season launch, Brava’s Kludge Drone will overload Aruni’s Surya Gate rather than convert it, meaning that it will deactivate but remain a Defender device.
This is a temporary fix until an issue with conversion between these two devices is resolved in a later update.
[h3]
BUG FIXES[/h3]
[h3]GAMEPLAY[/h3]
FIXED – Defuser can't be picked up while sprinting.
FIXED – Operator Card health bar extends beyond the frame during the end of round replay.
FIXED – Operators can melee through Shields.
FIXED – Misleading controller layout for Spectator.
FIXED – Ammo desync between players shooting after the reload is finished.
FIXED – Zero's Argus Camera floats in the air if it was deployed on Castle's Armor Panel and Defenders remove it from the other side.
FIXED – Zero's Argus Camera can't pierce the surface if there was a device on the other side while the camera deployed.
FIXED – Clipping occurs when deploying a device onto an elevated surface.
FIXED – Dokkaebi can hack an additional phone if two more Defenders are eliminated.
FIXED – Low performance while rewinding or fast-forwarding in Match Replay.
FIXED – Match Replay UI widgets have arrows displayed incorrectly.
FIXED – Incorrect behavior after pressing ESC key when affected by Dokkaebi's Logic Bomb as an eliminated Defender.
FIXED – Incorrect animation while counter-defusing.
FIXED – Play Again button in the Home section doesn't display the last-played playlist.
FIXED – VFX and SFX for out of bounds occur briefly while respawning.

[h3]LEVEL DESIGN[/h3]
FIXED – Azami's Kiba Barrier at certain angles allows players to vault vegetation near the stairs at 2F CC Stairs on Nighthaven Map.

[h3]OPERATORS [/h3]
FIXED – Clipping present during deploy and pickup animations while rappelling as Osa.
FIXED – Missing VFX and SFX on Flores's RCE-Ratero Charge.
FIXED – Mute must fully finish equipping the Signal Disruptor before he can deploy it.
FIXED – Solis' SPEC-IO Electro-Sensor HUD remains displayed on her kill cam after being eliminated.
FIXED – Zero's Argus Launcher crosshair incorrectly displays that it can pierce metal floor beams.
FIXED – Zero's Argus Camera uses incorrect SFX when piercing a reinforced wall.
FIXED – Mute's Signal Disruptor unequip animation is played too fast.
FIXED – Lion's EE-One-D is reflecting onto the ground indoors and outdoors.
FIXED – Sledge cannot equip the Breaching Hammer while in ADS.
FIXED – Zero's Argus Launcher screen isn't displaying anything.

FIXED – Brava's left arm clips into her weapon in the Home section animation.
FIXED - Operators lose functionality after attempting to pick up a throwable device while Brava's Kludge Drone is converting it.
FIXED - Devices aren't deactivated after being converted by Brava's Kludge Drone if they're deployed near Mute's Signal Disruptor.
FIXED - Nøkk's HEL Presence Reduction isn't detected by Solis' SPEC-IO Electro Sensor.
FIXED - No scoring points are awarded for converting opponent devices with Brava's Kludge Drone.
FIXED – Misplaced LED on Brava's Kludge Drone.
FIXED - Wave VFX displays for enemy devices converted by Brava's Kludge Drone on IQ's Electronic Detector.
FIXED - Brava's Kludge Drone has White LED lights instead of the selected Team Color while moving.
FIXED – Nøkk's D-50 does not use the new reload system when reloading after firing the single round.
FIXED – Brava's Kludge Drone LED is visible in first person while using the drone.
FIXED – Brava's squad is missing from her bio.

[h3]USER EXPERIENCE[/h3]
FIXED – Reloading shotgun with one round in the chamber creates invisible shots in walls.
FIXED – Incorrect render scaling setting while FSR is turned on.
FIXED – Several navigation issues in the Operator Guide.
FIXED - Rubber banding occurs occasionally at the beginning of the Action Phase in online multiplayer playlists.
FIXED – Various information issues in the Spectator HUD.
FIXED - Custom Game button has no text in Korean, Thai or Arabic.
FIXED - The dynamic button for Situations will suggest the CQB Basics instead of Article 5.
FIXED - All voice lines for time remaining play when a Custom Game round begins with Preparation Phase timer set to 0s.
FIXED – Various reload rework issues.
FIXED – Can reload faster on some weapons by cancelling the animation.
FIXED – CAMRS and POF-9 weapons create an extra magazine in the map if the reload is cancelled by shooting a bullet.
FIXED – Maestro's Evil Eye can't fire after Dokkaebi hacks Defender Observation Tools.
FIXED – The player needs to input left - left -right to regain focus on the Operator Guide when there are no Operator Cards visible on Match Replay.
FIXED – Mozzie's Pest Launcher can't reload if the first Pest is shot again after being picked up.
FIXED – Incorrect name of Drone Skins category displayed in the Appearance section.
FIXED – Brava's Kludge Drone LED color is desaturated and missing the glow VFX.
FIXED – Zero's Argus Camera VFX overlay remains on screen for the player spectating whoever used the camera while Brava's Kludge Drone converted it.
FIXED – Observation Tool VFX overlay remains on screen for the player spectating whoever used the camera while Brava's Kludge Drone converted it.
FIXED – Mozzie's Pest is not affected by converted Mute's Signal Disruptor when it's shot from outside of its area.
FIXED – Attackers are not kicked out of the Observation Tool after a hack.
FIXED – Maestro's Evil Eye VFX remains visible on support mode right after being converted by Brava's Kludge Drone.
FIXED – Overlapping UI elements on Brava's Parade Companion drone skin.
FIXED – Various Operator icon issues.
FIXED – Wrong ammo count displayed on the HUD while operating Brava's Kludge Drone.
FIXED – Reload prompt is incorrectly displayed when performing a normal reload on weapon while Buck's Skeleton Key has one bullet left.
FIXED – Hack VFX of Brava's Kludge Drone remains visible when spectating a player using the converted Observation Tool.
FIXED – Brava's Kludge Drone hack completes before the progress bar is full.
FIXED – Brava's Kludge Drone can overheat Defenders' dropped phones, preventing Dokkaebi from hacking them.
FIXED – Inconsistent icon sizes when detecting Operator devices with IQ's Electronics Detector.
FIXED – Ability Skin thumbnails fail to display when changing their skin to default and back.
FIXED – The round timer UI element is shorter during the Planning Phase if the previous rounded ended while the defuser was planted.
FIXED – If Wamai's Mag-NET was converted by Brava's Kludge Drone, picking up a Defender throwable midair while the Mag-NET is capturing it will cause a looping SFX.
FIXED – If a Defender is using an Observation Tool while Brava's Kludge Drone converts it, the light doesn't change team colors.
FIXED – Player in a Custom Game lobby can't change their ready state while someone is requesting to switch teams.
FIXED – Various Localization issues.
FIXED – LOD issues on various maps.
FIXED – Various Shop and Customization issues.
FIXED – Aim and shoot inputs are both on the "L2" button for the Lefty controller layout when the Aim option is set to Toggle.
FIXED – Redirect not working when accessing the View Item button on the side-panel of the News menu.
FIXED – Cleared tag is missing from cleared Breach Path tile preview of the Battle Pass.
FIXED – Weapon skin fullscreen view is missing the Operator icons when redirected from the News section.
FIXED – Missing animated tag for weapon skins.
FIXED – The transparent background layer in the Reputation section doesn't cover the entire screen when the Menu Display Area option or certain aspect ratios are used.
FIXED – The amount of missing currency is incorrect in the “Get Currency Packs” side panel when a player doesn't have enough R6 Credits to buy Battle Pass Levels
FIXED – Notification marker for new content available fails to display on Battle Pass tile.
FIXED – Button to "Unlock all Rewards" remains functional after unlocking all levels resulting in incorrect messages displayed.
FIXED – Completed personal challenges aren't displayed in the Post-Action Report.

[h3]PLAYER EXPERIENCE [/h3]
FIXED – Duplicated notifications are displayed.
FIXED – Mouse sticks to top left corner of screen when closing the game.
FIXED – Charms purchased through the View More section don't move to owned list
FIXED – Sanction ribbon doesn't use alternate title for permanent sanctions.

[h3]AUDIO[/h3]
FIXED – Duplicate SFX plays when deploying Breach Charge on a breakable wall.
FIXED – Audio inconsistencies can be heard by opponents.
FIXED – Wrong SFX plays for toggles in the Options menu.
FIXED – Drone SFX remains active for player if drone is destroyed by Vigil.
FIXED – Vigil's ERC-7 SFX plays on loop for the droning Attacker who observed Vigil activate and deactivate his ability.

Rainbow Six Siege could benefit from this simple game-changing gadget

When it comes to taking a look at tactical FPS games, no one does it better than Ubisoft with Rainbow Six Siege; there's a reason this game is pushing into it's eighth year of content, after all. However, despite all the positives, there's still one thing this game is missing - and it really would be a game-changing addition to the shooter. Now, we don't know about you, but we think introducing deployable ladders would add a new level to combat and the strategy on offer - and yes, we meant that pun.


A thought sparked by a suggestion made by 'aung_swan_pyae' on the Rainbow Six Siege subreddit, Ubisoft's shooter really could benefit from introducing deployable ladders as a secondary gadget - or even a unique gadget for an upcoming operator.


Why are we convinced Rainbow Six Siege needs deployable ladders? Well, when you sit down and think about it, almost every gadget and mechanic has some sort of counter, be than an built-in mechanic or an opposing gadge - except the hatches.


Read the rest of the story...


RELATED LINKS:

Rainbow Six Siege Operation Commanding Force release time rumour, more

Rainbow Six Siege risk ruining Frost with Welcome Mat rework in Y8S2

Rainbow Six Siege leaks hint at console mouse and keyboard sanctions

Rainbow Six Siege Operation Commanding Force release time rumour, more

With the Rainbow Six Siege Six Invitational coming to a close, a brand new year of siege is being heralded. As always, there's a lot to talk about as we head into Year 8 Season 1 - namely the Rainbow Six Siege Operation Commanding Force release time, and everything it entails.


Here you'll find everything you need to know about the new operation, including the lowdown on new Brazilian operator Brava, a revamp of the FPS game's reload system, a new penalty system for mouse and keyboard users on console, and more. Needless to say, you'll want to brief yourself before heading back into the Rainbow Six Siege ranks.


Read the rest of the story...


RELATED LINKS:

Rainbow Six Siege could benefit from this simple game-changing gadget

Rainbow Six Siege risk ruining Frost with Welcome Mat rework in Y8S2

Rainbow Six Siege leaks hint at console mouse and keyboard sanctions

RANKED 2.0: Y7S4 FINDINGS

RANKED 2.0: Y7S4 FINDINGS

In Y7S4, a new Ranked system called Ranked 2.0. was introduced, transforming the players’ experience on the matchmaking level.

[h2]WHAT WE DISCOVERED[/h2]
With Ranked 2.0 being live for a full season, we can now share more information about what we’ve learned so far. We’ve included in this dev blog our discoveries as well as steps we will be taking to improve this system. For more details on what has changed since the launch of Ranked 2.0, please refer to this dedicated article.

[h2]RANKED PLAYER’S POPULATION[/h2]
Since the launch of Ranked 2.0, we've seen an increase in the Ranked players population. 41% of players have tried ranked at least once last season, which represents an increase when compared to the previous seasons for which the average was around 35%. Ranked players also played more matches.



When looking at the time spent on each game mode, we can clearly see how Ranked has grown to encompass an average of 51.4% of the global playtime spent in Rainbow Six: Siege, with the previous average being at around 39%.



[h2]MATCHMAKING[/h2]
Removing skill reset at the season’s start helped improve matchmaking balance and fairness. In Y7S4, the percentage of one-sided matches (matches ending in 4 or 5 rounds) reduced, meaning that matches were more even for everyone.


[h2]WHAT WILL HAPPEN NEXT[/h2]
Despite good results from the new Ranked system, we are also aware of some issues that are affecting players in their ladder experience.

[h2]RANK DISTRIBUTION[/h2]
Overall, players seemed to reach a Rank equal to their hidden skill near the middle of the season. Players that reach that point and keep playing achieve a maximum of 1 to 2 divisions above their skill level, with fewer than a 0.05 percentage of players reaching higher than those 2 extra divisions which, overall, we are pleased about.

[h2]CHAMPIONS’ DISTRIBUTION[/h2]
It’s true that we’ve seen an increase in the number of players reaching the Champion’s Rank. However, as shown previously, hitting Champion remains a matter of skill. The average Champion player still takes around 100 matches to regain the Champions’ Rank which is what we expected and is in line with the previous season's rule. We know that reaching the top rank in Siege should feel like an accomplishment and that’s why we are working on a way to make it more challenging. We’ll have more to share on this in Y8S2.

[h2]LINEAL CLIMB PROGRESSION[/h2]
Right now, the common Ranked experience for players is earning +80RP per win for most of the season until they start getting close to their real Rank. This is not a positive experience for most players as the journey through those ranks starts to feel very linear.

We also feel like maintaining the same progression speed throughout much of the ladder does not represent the experience that we want, for example, a player with a hidden Skill of 4000 should not progress through Copper and Bronze at the same speed as through Platinum and Emerald.

[h2]CONCLUSION[/h2]
Rest assured that Ranked 2.0 has been built in order to make it easy to tweak this system as our goal is to continuously adjust and improve it based on our findings throughout the seasons. We are also happy to listen to your comments and feedback, which constantly helps us improve our game.



Follow us and share your feedback on Twitter, Reddit, Facebook and on our forums.