Multiplataforma Rainbow Six Siege (Ubisoft Montreal)

Ontem apanhei a gorda a dormir...

Ea6Pz_6WsAAD5B3


(a gaja puxou claraboia e levou hs...) Fun fact, estavamos a comer 3-0 neste mapa e fomos ganhar 5-3 ^^
 
Y5S2.1 PATCH NOTES
The Y5S2.1 Patch will deploy to PC and Console the week of June 29th. The new Match Cancellation will also be going live with this update.

GAME UPDATES
MATCH CANCELLATION
Match Cancellation will go live with the Y5S2.1 update! We have tested it on the TS and as well as internally against a number of potential circumstances. However as it is a new feature, please let us know if you have any feedback or issues to report with Match Cancellation at r6fix.ubi.com.

Match Cancellation is a new feature that will allow players to cancel their current Ranked match under the condition that team sizes are unbalanced at the beginning of the match (eg: if players disconnect before the first round, or if a lobby is formed with less than 10 players). The Match Cancellation vote option will become available for the incomplete team during the prep phase and a majority vote will cancel the match. A canceled match will show as canceled and have no impact on MMR.

Abandon penalties are still in place and players who abandon an ongoing Ranked Match are still subject to escalating abandon sanctions.

If a match cancellation vote is triggered, leaving before the validation of the Match Cancellation vote will also result in an abandon penalty. Players should remain in the game until the Match Cancellation vote is validated and the game has been canceled.

BALANCING
MELUSI
  • Lowered the penalty zone by approximately 33%.
  • Reduced max range penalty radius from 6m to 4m (range in which penalty increases from 25% to 50% the closer you get to the gadget)
  • Reduced critical Range penalty radius from 3m to 2m (range in which penalty is 50%) See diagram below for how Banshee's penalty ranges work.
    RangeRefacto2.png
  • Lowered the sound of the Banshee effect in first person POV.
ACE & HIBANA
  • Explosion damage can no longer pass through reinforced walls and destroy fragile gadgets on the other side when you place Hibana's X-Kairos and Ace's SELMA on the floor.
BUG FIXES
GAMEPLAY
  • FIXED – Inconsistent runout detection timer meant detection would sometimes take longer than 2s. (Now should consistently take 2s to detect).
  • FIXED – The reload animation of the K1A resets if animation is interrupted when making a full reload.
  • FIXED – Bomb remodel tweaks to fix issues with pixel peeks.
OPERATORS
MELUSI

  • FIXED – Hitboxes of Melusi's Banshees are larger than the model.
ECHO

  • FIXED – Yokai can sometimes see onto the rooftops/second floor when attached to thin ceilings.
LEVEL DESIGN
  • FIXED – Vault issues on maps.
  • FIXED – Various clipping and dynamic clipping issues on maps.
  • FIXED – Various LOD/visual issues on maps.
BANK

  • FIXED – Oryx unable to climb on the southern side of the hatch from B Secure Hallway in Bank.
CONSULATE

  • FIXED – Operators can be killed/damaged by explosion damage through a solid wall in 2F Meeting Room on Consulate after first layer of floor is destroyed.
OREGON

  • FIXED – Lighting issue in 1F Small Tower Office of Oregon making it hard to see operators when prone in a dark corner.
  • FIXED – Pixel peek from 2F Dorm Hall in Oregon.
  • FIXED – Gadgets can be deployed inside the pots in 1F Kitchen of Oregon and still function.
KAFE

  • FIXED – Defenders can jump onto the window frame of 2F Fireplace Hall in Kafe.
CHALET

  • FIXED – Gadgets remain floating after being placed on barrels that are later destroyed in B Wine Cellar of Chalet.
  • FIXED – Players can see into Chalet from a specific spot in EXT Front Yard.
CLUBHOUSE

  • FIXED – Secure area zone of 2F Bedroom in Clubhouse does not properly cover the entire room.
  • FIXED – Drones can fall OOB by jumping on a ledge in B Oil Pit of Clubhouse.
COASTLINE

  • FIXED – Players can fall inside a decorative greenery pot, at the gazebo near EXT Main Entrance on Coastline.
THEME PARK

  • FIXED – Operators can go prone on small ledges/surfaces, allowing them access to areas that are not intended to be accessible. (Sorry ).
  • FIXED – Players can get on top of the chandelier in 2F Dragon Stairs of Theme Park (sorry again).
  • FIXED – Players can reach the roof of Theme Park from 2F Upper Arcade.
  • FIXED – Operators can place out of reach gadgets on the wall in 2F Control Room of Theme Park after vaulting on the Control Desk.
USER EXPERIENCE
  • FIXED – Various menu/shop/HUD fixes.
  • FIXED – Various visual/cosmetic fixes.
  • FIXED – Gray attachment skin causes Optic sights to be invisible in ADS
  • FIXED – Pastel Engine weapon skin causes part of the Para–308 iron sights to disappear while in ADS.
  • FIXED – Dynamic Play button does not redirect to the Discovery playlist after using the Discovery Playlist.
  • FIXED – Players who ended the last season in Champions, the Champion badge in their ranked menu profile incorrectly displays #1 instead of their actual final Champions position.
  • FIXED – RFF symbol disappears if you reboot Uplay after activating RFF (visual only, RFF is still active).
https://www.ubisoft.com/en-us/game/...ates/1gM2zQmnrHrOND4YtgsDFy/y5s21-patch-notes

RIP Melusi : (
 
Y5S2.3 DESIGNER'S NOTES

BALANCING MATRIX AND TOP OPERATOR BANS
WIN DELTA VS. PRESENCE

Y5S2.1_Matrix_Attackers.png


Y5S2.1_Matrix_Defenders.png


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.

OPERATOR BAN RATE

Y5S2.1BanMatrixAtt.png


Y5S2.1BanMatrixdef.png


OPERATOR BALANCING
FUZE
  • Increased total number of Cluster Charges to 4 (from 3).
Population targeted by this change: Casual and Top Ranked.

We are investigating several ways to look into increasing Fuze's presence and usefulness. After looking into his overall performance, we noticed that the number of uses of his charges is fairly low. (Below 2 charges per round on average).

We suppose that Fuze mains are trying to optimize their charges and may sometimes be reluctant to deploy them. By increasing the number of Cluster Charges, we would like players to use those resources more aggressively.

Fuze can be quite efficient at destroying bulletproof gadgets deployed on Bomb Sites, given the number of pellets in each charge, he is often able to effectively destroy Defender gadgets, even with the presence of Wamai or Jäger.

GRIDLOCK
  • Increased general Trax Stingers deployment speed (from 13s to 9s).
  • Decreased individual Caltrops deployment time (from 0.7s to 0.45s).
  • Added small delay before Trax Stingers start deploying. (from 0s to 0.45s).
Population targeted by this change: Casual and Top Ranked.

By increasing the deployment speed of Gridlock's gadget, we hope to make this gadget a bit more comfortable to use. We do not expect this change to have a significant impact on her Presence or Win Delta.

We were initially thinking about making the deployment even faster. The feedback we gathered pushed us to find a more reasonable middle ground, as it could become quite hard for Defenders to effectively counter the gadget deployment.

We are going to monitor the effect of this change and see if it influences her overall playstyle.

ORYX
  • Using the Remah Dash through a soft wall does not deplete dashing charges.
  • Increased Dash charge refill to 12s (from 8s).
  • Unified recovery time after dashing set to 0.5s (from 1s after dashing through soft walls and 0.7s after colliding with an enemy).
Population targeted by this change: Casual and Top Ranked.

Oryx's Presence is lower than expected. Our goal is to increase his mobility to make him more popular and fun to play, while increasing his survivability.

Our goal is to make Oryx a better Roamer and we are exploring ways to make his ability more efficient in that regard.

Unifying the Remah Dash recovery times should also help understanding and streamline the ability.

BALANCING RETROSPECTIVE
The changes detailed in the Y5S2 Designer's Notes had some significant impact on several of the Operators.

Thanks to our data analysts, we are now able to share this information, as well as some of the key learnings from the Y5S2 patch.

Some statistics may have evolved following the Y5S2.1 patch, but this should still provide an overview of the impact of the previous changes.

AMARU
This Season's changes brought to Amaru have led to some significant improvements, both in terms of Presence and Win Delta.

At both Top and Regular levels of play, Amaru's K/D following a use of her Garra Hook has significantly improved, from 0.45 to 0.90 for Top Ranked players, and from 0.45 to 0.96 for casual players. The Garra Hook is now used on Barricaded Windows the majority of the time (from 38% to 60% at both Top and Casual levels of play).

This has been a very solid improvement for Amaru. For Top players, her Pick Rate has increased from 4% to 10%, which makes her a Top 15 attacker in terms of Pick Rate. Her Win Delta went from 0.2% to 1.5%. For Casual players, her Pick Rate has increased from 5% to 11% and her Win Delta went from 0.8% to 1.7%.

Y5S2.1 Update: Amaru has stabilized at a 10% Pick Rate at the Top level of play with a positive Win Delta of 0.7%.

R6_Graph_Template7Pointsv2.png


The Graph above is an analysis of the use of the Garra Hook. "Fight%" represents situations when in the 5 seconds following the use of the gadget Amaru entered a fight against a Defender.

ORYX
The addition of the Angled Grip has provided Oryx players with a stronger option - although it seems this has not been fully accepted amongst the community: The Vertical Grip is still picked 59% of the time. In the current season, Oryx has a slightly higher Win%, 7% higher kills per round, and a better K/D ratio that exceeds 1.0!

It looks like players have responded well to the Remah Dash Damage reduction. At both levels we see significant increases to the number of wall dashes per round (+16% for Top Ranked, and +26% for Casual). We have also seen a nice reduction in rounds during which the Remah Dash is not used. In both Top Ranked and Casual - Regular players did not dash during 22.5% of rounds in Y5S1.2 (down to 17.2% in Y5S2.0).

Oryx has seen solid increases to his Win Delta as a result of these changes, but he still needs more help from -2.3% to -2.0% for Casual players, and from -3.8% to -3.0% for Top Ranked after the changes. His Pick Rate remains low at both levels with 4%.

Y5S2.1 Update: Oryx has an improved Win Delta, moving from -3.0% to -0.2% at the Top level of play but we are still monitoring this - the size of data we have on him this season is relatively low.

ECHO
As a result of the disorientation effect changes, Echo players at both the Top Ranked and Casual level have seen a reduction in the percentage of kills they score on disoriented targets. For Top Ranked players, the percentage of kills under the effect of the Yokai Drone went from 0.478% to 0.400%, and for Casual players from 0.464% to 0.401%.

Echo players at the Top level have experienced a solid Win Delta increase from (from 0.4% to 0.9%), while his pick rate and win delta for the Casual population haven't moved. Echo is banned much less at Top Ranked (from 68% to 38%) and Casual (from 59% to 37%) levels. The addition of Melusi probably had a direct effect on Echo's ban rate.

Y5S2.1 Update: Echo has a lowered Win Delta, moving from 0.9% to -0.2% at the Top level of play and a slightly reduced presence compared to Y5S2.

KALI
Changes brought to Kali's Lance has led to 13% reduction in Lances Destroyed per round at Top Ranked level and a 10% reduction for Casual levels of play. It seems that the fuse time reduction is making it a bit harder for defenders to counter-play, but not overwhelmingly so.

We have noticed a ~10% increase to Gadgets Destroyed per round at both levels due to more Lances detonating successfully. Lances are also used a bit more often than during the previous patch with a 7% increase at both levels of play.

The CSRX 300 recoil reduction is likely a small positive change (although follow-up shots by Kali are much weaker than a first shot).

The number of kills per round with the CSRX is on the decrease, because of the addition of the SPSMG9.

In Y5S1.2 35% of Kali's kills at the Top level came from her C75 Auto (the remaining 65% coming from the CSRX 300). In Y5S2.0, we see the SPSMG9 accounting for 49% of Kali's kills (for both levels of play). As a result of these changes, Kali is seeing small but noted Pick Rate increases at both Top Ranked (from 3% to 7%) and Casual (from 8% to 11%) levels.

Her Win Delta saw a small increase for Top players (from -2.0% to -1.6%) but no change for Regular players, holding steady at -1.9%

Y5S2.1 Update: Kali has experienced an increase in her Win Delta since Y5S2 - moving from -1.6% to -0.6% with a similar presence (8%).

https://www.ubisoft.com/en-us/game/rainbow-six/siege/news-updates/2RwInbeBeHq6BT4LkWywha
 
Y5S2.3 Patch Notes | Deploying on PC on Tuesday, July 28th, at 09:00 AM EDT / 15:00 CEST / 13:00 UTC and on consoles later this week


Y5S2.3 will release the week of July 27th for both PC and Console. The Console update will also include the Y5S2.2 patch that was released on July 14th for PC.

UPDATES
IN-GAME NOTIFICATIONS
Some updates to the notifications system to help make future popups less spammy.

APAC 2SV
After August 11, 2020, 2-Step Verification will be mandatory for ranked on PC in APAC. If you have not activated 2SV prior to this date you will be locked out of the Ranked queue until 2SV is activated on your account.

Go activate 2SV under the account management section at https://account.ubisoft.com!

GAMEPLAY UPDATES
For more information on balancing changes, see our Designer's Notes.

BALANCING
GRIDLOCK
If you've ever stepped on a Lego...this hurts worse.

By making her gadget a bit more enjoyable to use, we're looking to make Gridlock players' lives a bit easier.

  • Lowered Gridlock's Caltrop deployment time to 9s (down from 13s).
  • Lowered the individual Caltrops deployment time to 0.45s (down from 0.7s).
  • Lowered the range of random deploy variation to 0.05s (down from 0.1s).
  • Added a delay of 0.45s before the deployment sequence starts (previously no delay).
ORYX
The Rainbow has goat to dash.

We want to let Oryx make more use of his dash, and added mobility and durability will hopefully make him a bit more fun to play.

  • Using his dash through a soft wall will not deplete all the dash charges.
  • Increased Dash refresh time to 12s (up from 8s).
  • Dash recovery time for all dashes is now 0.5s. (Previous recovery times: soft wall = 1s, enemy = 0.7s).
FUZE
Hide the hostages!

Giving Fuze a bit more presence and utility with an additional charge.

  • Increased the number of cluster charges to 4 (up from 3)
GAMEPLAY
PUSHBACK MECHANICS
To maintain consistency with softwall interactions, we're giving enemies that are pushed through walls the same feedback as when Oryx dashes through them.

  • When pushed through a wall by Nomad's airjabs or Oryx's dash, players will receive the same feedback and rtake the same damage (5 hp) as when Oryx dashes through a soft wall.
BUG FIXES
  • FIXED – Missing anchoring decals from Ace's SELMA.
  • FIXED – Ace's SELMA can get stuck when thrown in a certain way at some beams, becoming unrecoverable.
  • FIXED – While grappling through a window or hatch, Amaru can aim faster with her LMG if she times her sprint and ADS buttons just prior to landing.
  • FIXED – IQ's gadget will not display the outline and distance of Melusi's Banshees.
  • FIXED – Zofia's concussion grenades are impacted by external explosions and can bounce away from the target location.
  • FIXED – Flattening the doorframes and windows on all maps.
  • FIXED – Floating and indestructible wooden squares after destroying some walls on Yacht.
  • FIXED – Gunshot sounds are muffled when shooting from inside 1F Technical Seating of Plane.
  • FIXED – Various menu/UI fixes.
  • FIXED – Various cosmetics fixes.
  • FIXED – Various Lighting issues on maps.
  • FIXED – Various shop visual and cosmetic fixes.
  • FIXED – (PvE) Interaction between Ace's gadget and AI.
https://www.ubisoft.com/en-us/game/rainbow-six/siege/news-updates/77zg9g8ruBc3K6FlRJIooQ
 
Bem esta season vai ser AMAZING!!!

General Information


New Operator: Sam "Zero" Fisher
  • 2 speed, 2 armor

  • Gadget: Argus
    • Cameras that can be shot through soft & reinforced walls

    • Each camera can fire a single laser to destroy gadgets or deal minor damage
  • Primary weapons:
    • SC3000K

    • MP7
  • Secondary weapons:
    • 57USG
  • Secondary gadgets:
    • Grenade

    • Claymore
  • Counters & other interactions
    • Can be shot

    • Destroyed by electrified walls

    • Disabled by Mute's jammers

    • Camera projectile intercepted by Jäger & Wamai


Map Rework: Chalet
  • More traversal options
    • Roof now accessible

    • New staircase in Trophy Room
  • Bombsites:
    • Kitchen & Dining

    • Snowmobile & Cellar

    • Bar & Games


Gameplay Updates, New Features & Other Changes
Ping 2.0

  • Gadgets can now be marked by pings

  • Can be used in-person or through a drone/camera
New weapon optics & accessibility

  • Two new non-zoom optics

  • New zoom optics: 1.5x, 2.0x & 3.0x zoom

  • Sensitivity can be adjusted per zoom level

  • Reticle color and opacity can be adjusted
New secondary gadget: Hardbreach Charge

  • Creates a small hole in a reinforced wall
    • Vaultable or crouchable
  • Slower than for example a Thermite charge
Reinforcement pool

  • Defenders have access to a common 10 reinforcement pool

  • Anyone on Defense has access to the full pool
EMP Grenade Rework

  • Unified behavior: all gadgets will now be disabled instead of destroyed
Map Ban

  • First introduced to Ranked & Unranked

  • Each team can ban one of three random maps
Match Replay

  • Saves past matches, gives access to spectator mode
    • Lets you watch back any perspective
  • Up to 12 matches can be saved locally

  • Currently in Alpha
Other changes

  • Roof hatches reinforced by default

    • Ubisoft is open for feedback and ready to revert this change
https://www.reddit.com/r/Rainbow6/comments/iaww3m/year_5_season_3_operation_shadow_legacy_reveal/
 
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