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Y6S4 - WHAT'S NEW ON THE LAB TEST SERVER



Different people come to the Test Server for different reasons. While some want to try out new operators ahead of their release, we know that some of you want to try out features that are still in development. You want to help shape the future of Siege and provide meaningful feedback. You came to the right place.

The Lab Test Server is the latest addition to Siege's seasonal roadmap and will offer up opportunities to try out features that we're still working on and get a sneak peek at things that are early in development. Sometimes, these features will still be months or seasons away from release and sometimes, these features will be experimental features we want to put through their paces with the community before deciding whether they'd be a good fit for the Live servers. Basically, it's a place for you to get an even earlier look at what you can expect from Siege in the future.

Before we dive into the two features we're testing this season, do you have a hankering for more info about all the updates, changes and content that are new to High Calibre? Check out the seasonal patch notes here and the Designer's Notes here. Ready? Let's go!

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[h2]WARM-UP PLAYLIST[/h2]

[h3]WHAT DO YOU NEED TO KNOW?[/h3]

It's no secret that the Siege community's been asking for a Team Deathmatch mode, and we're happy to say it's not far off. Say hello to the Warm-Up playlist and it's new, permanent, Team Deathmatch game mode. In it, you'll face off in fast-paced 5v5 Team Deathmatch-style matches featuring infinite respawns and a single 5-minute round (or until one team reaches the score limit).

Regardless of which side you're assigned to, you'll be able to pick almost any of your owned operators, with the exceptions being dedicated shield operators: Blitz, Montagne, and Clash. The reason for this is because operators won't have access to their abilities or main gadgets in Team Deathmatch - this includes shields. On the topic of operators with gadgets attached to their primary weapons, they will keep their primary weapons, but lose that gadget with the sole exception of Glaz who will keep his scope. This goes for any operators who have weapons that would normally have launcher attachments as the focus here will be on honing your gunplay. To spice things up, though, you'll also be able to bring one secondary gadget (frag, flash, or impact grenades) per life.



Not happy with your chosen operator and loadout? No problem! You'll be able to switch mid-match any time you're fragged, letting you quickly and easily test different combinations of attachments or weapons.

We've selected three different maps to kick things off on the Warm-Up playlist: Favela, Villa, and Theme Park. Of course, just like our other playlists, we'll be introducing different maps in the future.

On top of the basics, we know you likely have some questions, so we wanted to answer some of the things that are likely on your mind:

Why did you choose Team Deathmatch instead of Free For All?

We explored the option of a Free For All game mode, but found it would require significantly more dev time and would delay the release of a warm-up-focused game mode. The reason for this ties into the core of Siege - it was built around two opposing teams facing off against each other, so while altering this "two team" DNA is possible, it's something that requires time, as it touches upon more than just this mode.

This is part of the reason we decided to go for a Team Deathmatch mode - we wanted to make sure we prioritized getting something meaningful into your hands sooner. Of course, after testing it, we realized that TDM could still provide the fast-paced, action-packed vibe we were looking for.

Most importantly, though, the possibility of adding FFA in the future is not lost. The work and effort that was put into this TDM game mode opens the door to a lot of other possible game modes and events, so while we're not sitting here today saying more game modes are coming, the groundwork is there and we're looking at potential options. For the time being, we want to focus on iterating on TDM so that we can make sure it's a solid permanent game mode before considering work on another mode.

Why can't I use comms to chat with my team or the other team?

From the beginning, we've seen Warm-Up as a more relaxed way of enjoying Siege. It's a place where players can unwind or get themselves into the zone before hopping into other playlists. Since Team Deathmatch has a run and gun style of gameplay with no team-based objectives aside from frags, we felt that having comms available left a door open for potential toxicity. For that reason, we made the decision to remove comms in order to keep the mode focused as a friction-free and low-stress way to relax and get a handle on Siege's gunplay - either for the first time in your life or the first time in your night.

Why did you choose these three maps? Why not add a new map just for this mode?

We wanted to offer up a mix of different scenarios with the first iteration of Warm-Up and Team Deathmatch, so we decided on starting with a small map (Favela), a medium-sized map (Theme Park), and a large map (Villa). This way, you can prepare yourself for actual encounters you'll face in other playlists. This is also the reason we decided to focus on existing maps - as a mode focused on helping players warm up before hopping into other playlists, we want that gameplay experience to be as directly transferable as possible, especially for newer players learning the ropes. As we've already mentioned, though, we plan to add more maps to this playlist over time, so keep an eye out!

Why did you include grenades in loadouts but not C4 and claymores?

The more we played Warm-Up's Team Deathmatch, the more we wanted a little something extra to add some more strategic complexity. We found grenades fit the pace of the mode during testing and kept camping to a minimum, but we'd love to hear from you if there are specific gadgets you'd like to see.

What about shields?

As a game mode focused on gunplay, we felt that shields weren't a great fit. Shields absolutely do factor into regular Siege gunfights and are important to the flow of matches there, but since this mode is specifically intended to help players warm up with guns, we felt they weren't as strong a fit here.

We found that they tended to slow the action down, which didn't fit with the general mood of the mode. We also wanted to limit the number of exceptions made when it comes to operator abilities since that's where shields fit into the loadout system.  



[h3]STATUS UPDATE[/h3]

We're incredibly happy with where the Warm-Up Playlist is at quality-wise and feel it's just about ready for a wide release.

We'll be tracking your feedback throughout the Lab Test Server period to see if there's anything we can tweak to further improve this mode, and expect to provide more info on the release date close to the Six Invitational 2022. That's not far off!

[h3]HOW CAN YOU HELP?[/h3]

First and foremost, you'll notice a survey link on the Lab Test Server. If you have feedback that you'd like to share with us, this is the best place to submit it! Outside of wanting to hear your general thoughts, we also have some more specific questions we're interested in hearing your thoughts on as you put in time with this new mode:
  • Does the Warm-Up Playlist feel like something you will use to warm up?
  • Does the vibe of the mode feel relaxed or competitive?
  • How do you feel about the initial group of maps?
  • Do you think it's easy enough to distinguish between opponents and teammates?
  • Does the operator repick flow feel easy to use?


[h2]ATTACKER REPICK[/h2]

[h3]WHAT DO YOU NEED TO KNOW?[/h3]

It's no surprise that Defenders already have quite a large advantage in many situations in Siege, thanks to their control over the objective and ability to build a team that's tailored to that specific situation. There's a lot left up to guesswork for Attackers and we want to even that playing field a little with the Attacker Repick feature.

With this, Attackers will be able to - as it says on the tin - repick their operator, loadout and spawn location as many times as they like during the Prep Phase. Since time is of the essence during Prep, we've improved the team header to show more info at a glance, making it clear to your team exactly what operators, loadouts and spawn locations have been selected. This should make it easier to make strategic calls on the fly based on your intel.



Coming to all playlists once it officially launches on the Live servers, our intention with Attacker Repick is to make sure the Prep Phase is equally engaging and meaningful to both sides. Sure, Defenders typically get to set the groundwork of a given round's strategy, but we want to encourage a similar level of creative expression among Attackers. If you decide to risk your drones to identify the enemy team's operator picks, you should be able to do something meaningful with that intel. We're also interested to see how this affects "jack-of-all-trades" operators, as we expect this new feature to open the door to more specialized operators who previously weren't considered worth the risk without clear intel.

Our intention with this feature is to ensure it's easy to grasp, comfortable to use, and allows teams to be more dynamic with evolving their strategies. Of course, we know balance is a huge concern when it comes to Attacker Repick, so we'll be looking to your feedback to gauge how it's going. In particular, we're interested to hear how feel about the added time management pressure this will bring to the Prep Phase. On paper, being able to counter Defenders may seem powerful, but considering the limited time available, necessity of intel and inherent team synergy required, effective use of Attacker Repick will require strong communication.



We also wanted to address a change that will affect the Pro League. With the introduction of Attacker Repick, we will be removing 6th Pick and the Reveal Phase. It also didn't make sense to make 6th Pick exclusive to Defenders, as we feel there are still plenty of advantages to setting the pace and strategic landscape of a round that make up for this slight reduction in pre-match intel. Not only this, but revealing Attackers ahead of the Prep Phase when they have the ability to completely change their lineup would not be a reliable source of intel.

If there's one advantage to viewers and players alike that we feel will come out of this removal, it's the streamlining of match flow. Now, you should encounter less downtime between rounds and as mentioned above, encourage a wider array of operators in play - especially on the Attacker side.

[h3]STATUS UPDATE[/h3]

Similar to the Warm-Up Playlist, we think Attacker Repick is in a great place and feel it's just about ready for the big leagues. Currently, we're considering a Y7S1 release for this feature. Once we've had time to dig into your feedback, we'll make the official call, but would expect it to come quite soon.

[h3]HOW CAN YOU HELP?[/h3]

As with above, look out for a survey in the Lab Test Server menus, as this is the best place to share your feedback with us. We feel this should cover the most important bases - specifically your feelings about balance - so don't hesitate to let us know how you feel once you've had a chance to try it out.

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Available from today until December 14, try out these upcoming features out on the Lab Test Server and let us know what you think! Have questions about how the Test Server works? Check out the Test Server FAQ here. If you run into any bugs or issues, don't hesitate to report them on the new and improved R6Fix 2.0.

On top of that, follow us and share your feedback on TwitterRedditFacebook and on our forums.

Rainbow Six Siege's new operator is an Irish defender with stabby grenades


Ubisoft's tactical FPS Rainbow Six Siege ushered in Year 6 Season 4 today. Named High Calibre, it introduces new defensive operator Thorn, who's special gadget is a sticky grenade that explodes into razors when it detects an enemy. Ouch. The other big change with this season is a rework of the Outback map, which cleans up a lot of junk to improve sightlines, and help attackers strategise.


Read more

Y6S4 High Calibre Patch Notes Addendum



You can find here the updates and fixes made over the course of the Y6S4 Test Server. For the full High Calibre Patch Notes, follow the link below.
High Calibre Season Patch Notes: https://rainbow6.com/highcalibre

[h2]Y6S4 PATCH SIZE[/h2]
Find the download sizes for each platform below.
  • Ubisoft Connect: 5.36 GB
  • Steam: 4.8 GB
  • Xbox One: 4.08 GB
  • Xbox Series X: 4.31 GB
  • PS4: 4.38 GB
  • PS5: 4.10 GB


[h3]TWEAKS AND IMPROVEMENTS[/h3]
HUD Rework
  • Decreased the compass size.
  • Automatically dim the Action Reminder opacity while in ADS.
  • Added an opacity slider for Action Reminders in the HUD Options menu.
  • Added the option to choose an Advanced or Simplified compass in the HUD Options menu.



[h2]BUG FIXES[/h2]

[h3]GAMEPLAY[/h3]
FIXED – Total ammo count is incorrect on some weapons.
FIXED – Movement speed while using ADS upside down is faster than right side up during Rappel.
FIXED – Changing sensitivity mid-game removes the ability to look in any direction while in ADS.
FIXED – Assist is not counted for the player that injures an opponent if a teammate puts the opponent in DBNO and then eliminates them.
FIXED – Barbed wire can be destroyed by allies when friendly fire is off.
FIXED – Muffled sound on some weapons.
FIXED – Some device recharging cooldowns don't get paused while in DSEG.
FIXED – Reinforcement hinges are invisible from one side and block bullets.
FIXED – Some gadgets don't break the glass window when deployed on a barricade.
FIXED – Threat indicator doesn't appear for a grenade dropped by an eliminated Operator.
FIXED – Servers prioritize putting players with a fast connection on the Attacker side during lobby creation. Attacker and Defender sides will now be chosen at random.
FIXED – In the Planning Phase, selecting Confirm Loadout with a controller also picks up the defuser or drops it.
FIXED – Grenade indicator color can be inconsistent with the level of threat.
FIXED – Crosshairs of the Bulletproof Camera are not visible for teammates and spectators.
FIXED – Electric damage won't reactivate for a device disabled by an EMP if another electric device is deployed and picked up during the EMP duration.
FIXED – Player's camera goes out-of-world after being eliminated when no drone is available.
FIXED – Laser sight remains visible while in ADS.
FIXED – Barbed wire destroys Defenders' secondary gadgets when it's deployed on top of them.
FIXED – The same controller input is used for dropping the defuser and switching ability mode.

[h3]LEVEL DESIGN[/h3]
FIXED – Multiple LOD and LOS issues on various maps.
FIXED – Defuser planting and retrieval issues in specific areas on various maps.
FIXED - Exploitable gaps on various maps.
FIXED – Multiple clipping, collision, destruction, and asset issues on various maps.

BANK
FIXED – Attacker can instantly teleport down from the roof by dropping to the lower ledge and entering Rappel.

CLUBHOUSE
FIXED – Valkyrie's Black Eye cameras lose signal at B Central Stairs.
HOUSE
FIXED – Hatch gets destroyed when certain gadgets are deployed on top of it in 1F Dining Room.

KAFE DOSTOYEVSKY
FIXED – Incorrect Bombsite shown when a defuser is planted in 3F Bar and 3F Cocktail.

OUTBACK
FIXED – Bulletproof Camera can be deployed inside of an indestructible wall at EXT Terrace Balcony.
FIXED – AI will remain stuck after spawning under the BBQ at 2F Covered Terrace in Training Grounds.
FIXED – Stairs sign is still present in 1F Reptile Hallway even though the stairs were removed.
FIXED – Player is unable to place deployable devices on the south wall of 1F Bike Repair.

SKYSCRAPER
FIXED – An Attacker can pass through the red banner when they rappel from EXT Shrine Balcony while carrying the hostage.


[h3]OPERATORS[/h3]
FIXED – Various animation issues.

ARUNI
FIXED – Players can throw devices through the gap between a Surya Gate and the ceiling.

ASH
FIXED – Ash's R4-C assault rifle total ammo count is incorrect.

ELA
FIXED – Ela's deployed Grzmot Mines appear in their undeployed state for a player that joins a match in progress.

FUZE
FIXED – The Cluster Charge needs a larger space to deploy than intended. The reinforcement spikes and hole edges block its deployment.

GOYO
FIXED – Goyo's Volcán Shield canister shells remain present after being destroyed for a player that joins a match in progress.

IQ
FIXED – Ping marker doesn't appear when IQ aims at the edge of asset if it's behind an obstacle.

JACKAL
FIXED – Some inputs are no longer registered when Jackal activates Eyenox at the edge of Mute's Signal Disruptor.

KALI
FIXED – LV Explosive Lance damage activates Reverse Friendly Fire when it eliminates a teammate.

LESION
FIXED – Lesion's Gu mine maximum limit is displayed as 99.

MAESTRO
FIXED – The window of Maestro's Evil Eye closes fully when disabled by Thatcher's EMP.
FIXED – The Action Reminder of Maestro's Evil Eye appears and flickers when the camera loses signal while overheating.
FIXED – The window of Maestro's Evil Eye doesn't close automatically after losing signal while outside the building.

MOZZIE
FIXED – Mozzie is disabled due to crashes that occur when he eliminates a player or himself.
MUTE
FIXED – Mute's Signal Disruptor area of effect is visible in Support Mode for Attackers and Defenders.
FIXED – Mute's Signal Disruptor triggers multiple scores for the same gadget.

OSA
FIXED – Players are affected by Melusi's Banshee while hiding behind the Talon-8 Shield.

PULSE
FIXED – Pulse's Cardiac Sensor does not appear on screen after a player joins a match in progress.

THORN
FIXED – Thorn's Razorbloom deployment effect produces cement particles regardless of the surface material.
FIXED – Multiple animation and audio issues for Thorn.
FIXED – Blades discharged from Thorn's Razorbloom Shell stick to the lens of a Bulletproof Camera.
FIXED – Thorn's Razorbloom Shells clip through one another when deployed too close together.

THUNDERBIRD
FIXED – Thunderbird can peek behind cover without opponents seeing her when she deploys a Kona Station.

VALKYRIE
FIXED – Valkyrie's Black Eye camera can't be picked up if it’s thrown under tight spaces.
FIXED – The gyroscope of Valkyrie's Black Eye moves while the camera is in the process of connecting.
FIXED – Valkyrie's Black Eye camera appears as disabled when a player joins a match in progress.

YING
FIXED – Ying's Candela model briefly reappears a few seconds after being destroyed.
FIXED – Ying can deploy Candelas into a surface while in prone stance.

ZERO
FIXED – Zero's smart ping is misplaced and offset when an Argus camera is placed on the ceiling.
FIXED – Laser dots appear over the sight when aiming at the sky with Zero's Argus Launcher.
FIXED – Zero's Argus camera appears as disabled when a player joins a match in progress.


[h3]USER EXPERIENCE[/h3]
FIXED – Compass options in the HUD section can be changed when the compass is turned off.
FIXED – Various UI issues.
FIXED – Various Match Replay issues.
FIXED – Various localization issues.
FIXED – Various audio, SFX and VFX issues.
FIXED – Various customization and Shop issues.
FIXED – Custom Playlists present some inconsistencies between cross-platform for PC and Stadia.
FIXED – Saved Customization can be reset after a patch.
FIXED – Players may encounter a crash when exiting the Loadout section of an Operator's menu.
FIXED – Backing out of the Pack Manager without opening a pack and then creating a Custom match will cause an infinite, blue loading screen after the Pick Phase.
FIXED – Alpha Packs cannot be opened using the Enter button on keyboard or X/A button on controllers.
FIXED – The game crashes after filling a text chat box with specific characters and sending the message.
FIXED – Inputs aren't displayed for the Action Reminders.
FIXED – Occasionally a squad member will not be able to hear anyone in a session on Stadia.
FIXED – Xbox players can lose all in-game audio and then crash.

Rainbow Six Siege High Calibre release time and patch size confirmed

It's time to go High Calibre, as the Rainbow Six Siege devs have just provided precise start times for the new season, across every platform. If you've been counting down to the Rainbow Six Siege High Calibre release date on November 30, you don't have much longer to wait.


Maintenance for Rainbow Six Siege High Calibre begins on PC via Steam and Ubisoft Connect (as well as Stadia and Luna) at 6am PST / 9am EST / 2pm GMT on November 30, and will last approximately one hour. You'll need to download a patch of 4.8GB on Steam, or 5.36GB on Ubisoft Connect before you can jump into the new content.


For the benefit of our console friends, Xbox maintenance starts at 7am PST / 10am EST / 3pm GMT, with a patch size of 4.08GB on Xbox One, and 4.31GB on Xbox Series X. PlayStation maintenance begins at 8am PST / 11am EST / 4pm GMT, with a patch size of 4.38GB on PS4, and 4.10GB on PS5.


Read the rest of the story...


RELATED LINKS:

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Rainbow Six Siege is getting a new tier of cosmetics with exotic weapon skins

Rainbow Six Siege High Calibre - everything we know about Y6S4

NEW RAINBOW SIX SIEGE STREAMER CHARMS FOR Y6S4!



NEW RAINBOW SIX SIEGE STREAMER CHARMS FOR Y6S4!


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

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



Thaqil

Patife

Lusorkoeffizient

Galadriex

[h2]Returning[/h2]







Ad9m Alfredoplays AnneMunition Beaulo Bighead BikiniBodhi Bnans Braction6 Drid Gabbo IceyCat25 Interro JerichoFive JessGOAT Jinu6734 Just9n Kalera KingGeorge KittyR6 Kixstar LagonisR6 Lil_Lexi Lt Custard MacieJay Matimi0 MrBboy45 Narcoleptic Nugget PaladinAmber Pengu Punjistick REMGURI / 렘쨩 Rubsarb Salty Academy SexyCake Shorty SilphTV TangyD Tatted THE_M3RY Tranth Varsity WhiteShark67 z1ronic Zander Zigueira yo_boy_roy Mag6 CCSesports RazaH Heideltraut Nesk

[h2]How to acquire charms[/h2]

These charms are only available by subscribing to the respective streamer’s Twitch channel with a linked Uplay account. For more information on how to link your Uplay 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 additional content creators to add to the program and will be exploring new candidates in 2022. If your goal is to see your charm in game, we use the following criteria to begin the selection process for potential candidates:

Requirements to be considered

Approximately 350+ concurrent viewers – preferable.
Average of 10 Rainbow Six streams per month.
Average of 20 hours of Rainbow Six streamed per month.
Positive standing with Ubisoft/Rainbow Six Siege.
High quality level of content.
Twitch Partnered.
Rainbow Six Siege reserves the right for final decision.

Consideration for Removal

Less than 10 Rainbow Six Siege main streams over 3 months.
Level of quality dropping below an acceptable level.
Standing with Rainbow Six Siege/Ubisoft compromised.
Any actions that may negatively affect the R6S/Ubisoft brand.
Loss of Twitch Partnership.
Rainbow Six Siege reserves the right for removal of any charms.