Rainbow Six Siege patch hits consoles on April 5th

rainbow six siege operation black iceA new patch for Rainbow Six Siege has arrived on PC on March 30th, but PlayStation 4 and Xbox One players will have to wait until April 5th for the update. The patch focuses on game balancing and ranked play.It’s been a while since we’ve seen any new content for Rainbow Six Siege, with the last update being Operation Black Ice, that added two new operators and a new map. For a game that only features multiplayer maps, Ubisoft really need to bring more variety and locales to the mix in a future update. 11/12 maps just isn’t enough. Still, the developers are still trying to balance the game as best they can, and below, you can see what features in the latest update.
Balancing: Operators

Frost’s Super 90 Shotgun falloff damage now begins earlier
We tweaked the falloff damage of Frost’s shotgun. The falloff previously started at 5 meters. It will now begin at 3.5 meters, making it roughly on par with the M1014. We have made this choice because Frost’s Super 90 had too much range, making Frost too powerful alongside her Nitro Cells and Welcome Mats.

Buck’s Skeleton Key’s environmental destruction has been enhanced
We have designed Buck with the intention of having him be a versatile Operator that is able to go wherever he desires. We do not believe that the state he currently is in reflects this.

The initial intent was to use his underslung shotgun as a tool and not so much as a weapon. As the pros have shown us in the Pro League, it is working as a tool, but it could definitely be more efficient and useful. Therefore, we have decided to increase the environmental destruction of Buck’s underslung shotgun.

Balancing: Weapons

SMG-11’s recoil increased
We have increased the SMG-11’s recoil. The weapon was too powerful as it was, with recoil that was too easily controlled given the weapon’s rate of fire. We have opted to alter it in two different ways for PC and for consoles:

  • For PC, we tweaked the SMG-11 in two ways: first, the weapon will not center back after a shot quite as fast as it did before (0.08 seconds -> 0.2 seconds). Second, the recoil will be more unpredictable now. We made that decision because we felt the recoil was too vertical, often giving easy headshots since that weapon’s rate of fire is very high.
  • For consoles, we have increased the value for the rate at which the camera rises. We have roughly doubled that speed. What that means is that the player will have to compensate downwards more with the joystick in order to control the vertical recoil. We also applied the same tweaks to the vertical recoil as explained above for PC controls.

We have increased the SMG-11’s recoil for 2 reasons: the first one is a combination of the fact that the recoil is almost purely vertical and that you can put an ACOG sight on it. We consider this to be too good of a combination, and the Pro League’s players seemed to agree, given their loadout selections for Smoke and Sledge. The second reason is simply that it is a secondary weapon. We hope that this will strengthen its role as a secondary weapon, and lessen its use as a primary.

Balance: Spawn Killing Countermeasures

Spawn Location Tweaks

In the last patch for Rainbow Six, we had altered multiple spawn positions and covers within spawning location areas in order to ensure that players spawning within them are protected from the Defenders.

We are continuing to monitor and improve on this and have added more spawn killing countermeasures with this patch:
Yacht: added an ice block to prevent spawn killing on Snow Mobile.

Hit Registration Improvements
While we do have longer-term plans, which we’re already working on, for improving on hit registration, we had some advancement with this latest patch.

We’re glad to share that lag compensation has been improved in order to give the advantage to lower ping players vs. higher ping players. This means that the “peeker’s advantage” has been reduced and players who are hidden behind cover playing with a low ping will be less vulnerable to high ping players.

We also have improved monitoring of hit registration so that we can better track and diagnose what to improve on further.

Finally, several bugs related to hit volumes on characters, shields and barricades have been corrected. What this means is that from now on, what the players see and experience should more accurately reflect what actually happens on the servers.

There are more listings relating to Ranked play which you read about directly from the patch notes here. What do you make of this update, and do you agree with the changes?

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