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Topics in Category: Rainbow Six Siege - Fearless Clan United Kingdom http://fcuk.org.uk Mon, 23 Oct 2017 16:13:11 +0100 Joomla! - Open Source Content Management /media/kunena/images/icons/rss.png Topics in Category: Rainbow Six Siege - Fearless Clan United Kingdom en-gb Operation Skull Rain. 2nd August. - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4237-operation-skull-rain-2nd-august#35446 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4237-operation-skull-rain-2nd-august#35446 rainbow6.ubi.com/siege/en-US/updates/index.aspx ]]> Rainbow Six Siege Wed, 27 Jul 2016 10:01:44 +0100 Patch 2.3 out today - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4231-patch-2-3-out-today#35433 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4231-patch-2-3-out-today#35433
The translation of these patch notes will be coming shortly. Since the patch will be live soon, we have opted to share the information as soon as we could. We apologize for the inconvenience.

Take note that we will be releasing Patch 2.3 on March 30th for PC and our tentative date is April 5th for consoles. Thank you for your understanding.

The main goal of Update 2.3 is to improve upon the Ranked experience as well as the general balancing of the game.

General Tweaks and Improvements

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. As the following series of .GIFs show, it is now a better tool and will help you get where you want faster.

Killholes Before 2.3:



Killholes After 2.3:


Vaulting through hole Before 2.3:



Vaulting through hole After 2.3:



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, 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.




Bank: added an advertisement panel (2 windows in the Lobby) to block a spawn kill line of sight on the Street.






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.

Ranked Matchmaking Improvements
We are aware there are multiple issues at the moment with the Ranked playlist, and we’re working on several iterations to make this playlist what it deserves to be. The following fixes are the ones that could be delivered short-term, which we believe will have the biggest impact. Keep in mind that there are several other improvements in our plans for the future – read the top issues section of the known issues list, under ‘Ranked Matchmaking’ for additional information on said plans.

Ranked matches will now only start if there are 10 players in the lobby.
Our intention is that Ranked matches should be fair. Having matches start without having two full teams of 5 goes against the promise of this playlist. Therefore, we have altered the flow of Ranked matches so that if a players leaves during match countdown, the countdown will now reset. The lobby will stay open with the remaining players and the matchmaking will proceed to find new players to refill said lobby.

We do anticipate a problem with this flow: because players can see the rank, K/D ratio and W/L ratio of other players in the lobby, there tends to be lots of “dodging” during this phase. Because of this, we’re currently investigating two other elements that we might revamp in the future:
UI: we will most likely hide some players information in the lobby, as we don’t think they’re necessarily relevant for this specific portion of the match flow.
Abandon system: we’re investigating making it so that abandoning a lobby that is full will count as an abandon – there is additional development needs for this, which is why we couldn’t have this feature in time for this update.


Ranked reconnection mechanics have been improved.
Multiple reconnection bugs have been fixed. In most cases, when players disconnect involuntarily, the reconnection flow does not function as intended. We’re pushing lots of fixes in this update that we believe should address the biggest part of those bugs. We will keep monitoring and pushing this further.
The reconnection flow has been reworked to triggered more frequently and easier to access. Our objective is to let players reconnect to their Ranked matches as long as they’re still running and encourage players to play them till the end.
Reconnection now possible in all circumstances: the new flow will allow players to reconnect no matter how they got disconnected – even if they left for the main menu or quit the game.
Force player commitment to Ranked matches: if a player leaves a Ranked match that is still ongoing, he or she will not be able to queue for another Ranked match. Selecting “Ranked” in the Multiplayer menu will reconnect him or her to the ongoing match, instead of launching matchmaking for a new one.
Abandon penalty to be re-evaluated: if a player leaves a Ranked match and fails to reconnect before it ends, they will get the already existing abandon penalty, which prevents from queuing for Ranked matches for 8 minutes. Note that we do not think this punishment is strong enough to be fully effective, and we intend on increasing it in the future – but we need the reconnect system to be satisfactory before we can move to this step.


Casual Matchmaking Improvements
The general philosophy for the Casual playlist since the launch of the game has been to favor quick matchmaking. We still believe in this philosophy, but we also see an opportunity to improve the balance between teams in matchmaking, for a more pleasant experience, while having little impact on waiting time.

In the March 3rd server side update, we applied a first update to the casual matchmaking criterion. The main effects of this update are that the system now begins with a much stricter skill rating criterion, relaxes them very fast (exponential function), and ends with a cap (a maximum skill rating difference).

What this effectively changes in your Casual matchmaking experience depends on your skill level:
If you’re in the middle of the skill ranks (Bronze to Gold), there should be a global improvement in the balancing of your Casual matches with very little difference in wait time.
If you’re at the bottom or top of the skill ranks (Copper, Platinum and Diamonds), depending on where and when you’re playing, you might be waiting a bit longer on average than you did before. However, it should almost never happen that players will be matched against the other side of the skill rank range. Keep in mind that the Casual and Ranked skill ratings are different, and that squad matchmaking prevents us from avoiding extreme cases completely.

The matchmaking quality metrics that we’re looking at since the March 3rd update are encouraging:
In terms of average wait time, we’ve observed an increase of 7 to 10 seconds (depending on the platform, time of day, data center, etc). Other metrics like cancel rate (the proportion of requests that are cancelled) did not change.
In terms of match quality, we’ve observed a very substantial improvement. Typically on PS4, when about 60% of matches had a team skill difference under 4, this proportion increased to 78% after the update (team skills are between 0 and 50) (the update impact is very similar for Xbox One and PC).


Custom Match Improvements
Reconnection now available in Custom Matches.
We’re introducing the ability to reconnect to Custom Matches in this update. The reconnect will work similarly to Ranked matches: no matter how players disconnect, as long as the match is still ongoing, they’ll be able to reconnect by getting back to the Multiplayer/Custom Match menu (pressing “Custom Match” will automatically reconnect them to the match).

Note that it will be possible to abandon this Custom Match in order to create or join another one. However, if a player disconnects without abandoning, they will need to reconnect to the match in order to abandon it. This is a technical constraint, and not a design intention: we want to improve this by adding the possibility to abandon a Custom Match from the main menu in the future.

Subsequent match within a custom-made playlist is now chosen when the players are returned to the Lobby.
Note that the next match within the playlist is not selected automatically anymore and does not start immediately.

Spectator Camera Improvements
The spectator camera now handles player deaths in a more coherent way.
We changed the transition so that now when a player that is being spectated dies, it switches to a 3rd person view of said player dying instead of immediately cutting to the Tactical View, which caused confusion.

We have intensified color highlights on player cards in order to help with team identification.
By watching our matches spectated in the Pro League, we have noticed that the current Spectator Camera way of displaying teams could be clearer. Therefore, we have opted to intensify the player cards coloring. This is a temporary solution, as we intend to completely revamp the player information display for the Spectator Camera.

Cheating Counter-measure Improvements
As previously announced in this forum post, we have expanded our criteria to identify potential cheaters. If identified as a potential cheater, that player will be immediately removed from the game and receive a temporary suspension, now accompanied with the following messages:

FairFight™ - You have been temporarily suspended for 5 mins - Level 1 Monitoring Active
FairFight™ - You have been temporarily suspended for 1 hour - Level 2 Monitoring Active
FairFight™ - You have been temporarily suspended for 24 hours - Level 3 Monitoring Active
FairFight™ - You have been temporarily suspended for 48 hours - Level 4 Monitoring Active
FairFight™ - You have been temporarily suspended for 1 week - Level 5 Monitoring Active
FairFight™ - You have been permanently suspended

For additional insight into our plans to counter cheating, read the ‘Cheating Concerns’ section of the Known Issues list.

Main Bug Fixes
Please be aware that this is not an exhaustive list and that we are only highlighting fixes that were done about the most commonly raised bugs.

Gameplay Fixes
The incorrect amount of remaining health is displayed for the victorious Operator when a defeated player is viewing the KillCam replay. – FIXED
Idle players on a team will receive an idle kick from the match if the other team quits during Preparation Phase. – FIXED
Players are able to clip through unbreakable walls by running at a wall and lifting a gadget in front of them at the last second before hitting the wall. – FIXED
Thermite can't place an Exothermic Charge on a damaged wall with a hole big enough to fit the charge. – FIXED
Montagne can shoot before finishing the animation for unextending the shield. – FIXED
Parts of Glaz's scope will disappear while entering ADS mode. – FIXED
Sledge's Breaching Hammer has a low and delayed controller rumble when used. – FIXED
Sometimes the drones’ black and white filter is overridden by Mute's colored jammer effect. – FIXED
Players are rewarded with Renown and XP if the other team quits the session before playing at least 2 rounds. – FIXED
Terrorist AI end up in a loop between evade and idle reaction for every damage tick received from poison gas. – FIXED


Level Design Fixes
Wall Reinforcements
We have made some improvements to the placement of wall reinforcements to prevent gaps in some locations. We are working on fixing all inconsistencies in barricades for future updates, but patch 2.3 addresses a lot of these.

Hereford
When the hostage is in the Kitchen spawn point just below the trap door, it can be killed by accident when using a Breach Charge. – FIXED

Bank
Character models can remain stuck behind some objects at the end of the tunnel in the Exterior Sewer Area. – FIXED
Breach Charges will clip through a wallboard in the 1st Floor -Electrical Room. – FIXED

House
Players can shoot through the non-destructible walls of the jacuzzi area in Backyard spawn point. – FIXED
Drones can fall through the environment if thrown in the Exterior Side Street area. – FIXED

Yacht
Defenders can easily get into a good shooting position over the attackers that spawn at the Snow Mobile location on Yatch. – FIXED
Moved hostage position in Engine to avoid players from being stuck in a specific condition. – FIXED
The objective area doesn't cover the entire objective point at 3F Casino. - FIXED
Drones have no collision with the cupboard located on the 2nd Floor Staff Dormitory. – FIXED
Operators can remain stuck behind the hostage when moving behind it at the engine spawn point. – FIXED
Players can fall through the map if they fall in the water near the Zodiac spawn point and walk over the glacier that is next to the spawn location. – FIXED
Players can get stuck under the lifeboat located on the West Deck. – FIXED
Players can remain stuck after vaulting over the yacht's edge and snow blocks near the Snow Mobile spawn. – FIXED
Drones have no collision with the couch in the Cockpit spawn point. – FIXED
Players can get stuck in-between the chairs located on the 2nd Floor Boreal Sub Room. – FIXED

Kanal
Drones can't jump over the water near the garage’s side. – FIXED
Operators can vault on the boat and float in the air. – FIXED

Consulate
Moved the Flares in the front of the building, to more accurately represent the extraction trigger zone.


Online Fixes
[Ranked] There is no reconnect prompt after the player quits a Multiplayer Ranked session. – FIXED
Players are unable to reconnect if they lose connection to a dedicated server Custom Match – FIXED
After starting a PVP or PVE session error 2-0x0000001A will be received by friends when attempting to accept a party invite. – FIXED
Players in a party will not be pulled into the matchmaking lobby if the party leader quits a casual match lobby and enters a ranked lobby. – FIXED
Players can receive error 2-0x00000068 when accepting a party invite. – FIXED


UI & HUD Fixes
Players receive unnecessary Preparation Phase warning when moving too close to barricaded doors and windows. – FIXED
There is no constant visual feedback alerting the player about the contested area in secure area game mode. – FIXED
Wrong objective message is displayed on HUD after the Preparation Phase when defending in Defuse Bomb mode. – FIXED
The Cancel Mute option is not displayed if the muted player doesn't have a microphone connected. – FIXED


Animation & Sound Fixes
Players in a squad could lose voice chat functionality after the squad leader had left. – FIXED
Sound randomly cuts out and then back in. – FIXED
Players can lose all sound effects for the duration of one round and then hear drone sounds playing constantly. – FIXED
While sprinting with a shield, the shield animation doesn't match 3rd person animation and sound effects. – FIXED
The visual effects, such as a flashbang, from the previous session will "stick" and persist through any situation or session. – FIXED
The Silencer for the C8-SFW will at times not have any audio functionality for nearby players. – FIXED


Spectator Mode Fixes
All ballistic shield operators being spectated will have another player's ammo displayed under shield icon. – FIXED
Glaz's Aim Down Sight (“ADS”) animation is not working as intended for spectators – FIXED
UI disappears and fades back in slowly when spectating a flashed player and switching to one that isn't. – FIXED
The damage on the shield's glass is not replicated for spectators in support mode. – FIXED
The Names, Defuser, and objective icons appear under the "Floors" UI when spectating. – FIXED
"Invalid Device" text is displayed for unassigned Spectator Cam key bindings. – FIXED


Miscellaneous Fixes
The Alpha Team Uplay action is not unlocked after completing 50 Ranked matches. – FIXED
If a player experienced this bug before Season 1 (patch 2.0) and has some Ranked progress, they may still experience this issue. However, the issue should be resolved after playing a few more Ranked games.

The Report Player button disappears after the player uses it, instead of showing a checked box. – FIXED
Some settings are grayed out when the player duplicates a match in Custom matchmaking. – FIXED
Missing visual feedback when reporting suspicious behavior while in the lobby or after action report. – FIXED
The subsequent match in a Custom Match playlist is not chosen when the players are returned to the lobby. – FIXED


Additional note:
We have opted to rework the data center grouping for XB1 for South East Asia. The reasoning behind this is that the matchmaking in this region was rather difficult for the players due to the low XB1 population in this region. The effect on the XB1 players from SEA after the change will be a worst ping than before but improved MM times and quality.

Specifics: The data center that has been closed is SouthEast Asia (Singapore). The countries of more than 1000 people that will be the most affected by this change are Indonesia, Malaysia, Singapore, Thailand, and India. The data centers will be rerouted in order to offer better matchmaking quality than before. This will also improve matchmaking for Taiwan, China, Hong-Kong, Macau, South Korea, Philippines and Vietnam.

Some unlisted tweaks & fixes implemented since Patch 2.2
IP Protection
We have applied IP protection in order to help protect our players’ information, preventing players from being able to access IP information of the opposing team’s players.

PC Crash Fix
Starting March 3rd, some PC players began experiencing in-game crashes more frequently than usual. We have identified the cause of this issue and our team has deployed a successful fix.

Estimated Patch size: 617MB (may vary per platform).

Thank you so much for being part of this with us and sharing your feedback. Next up: Season 2!]]>
Rainbow Six Siege Wed, 30 Mar 2016 18:14:37 +0100
Patch 2.2 out today - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4229-patch-2-2-out-today#35427 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4229-patch-2-2-out-today#35427
Take note that we will be releasing Patch 2.2 on March 1st for PC and on March 2nd for consoles. Thank you for your understanding.

Patch 2.2’s main goal is to ensure a solid competitive experience before the start of the Rainbow Six Pro League. Its content is focused on elements such as cheating, exploits and spawn killing counter-measures as well as minor tweaks and bug fixes.

New Features

Community Health: Cheating Countermeasures

Addition of a Report Button
We have added a Report Button feature in order to empower the community. This will allow players to flag suspicious behaviors. Those reports will feed directly to our cheating counter-measures to increase their effectiveness.

Introduction of Kill Cam to Ranked
We are aware that there is a certain widespread sentiment that high level Ranked matches are often ruined by cheaters. We want to deter ‘witch hunting’ as much as possible. While there were legitimate design reasons to remove the Kill Cam from Ranked, we cannot compromise on the quality of our game experience. For this reason, we are enabling the Kill Cam on Ranked matches to remove this ‘hiding spot’ for cheaters. It will help the community as well as ourselves identify suspicious behaviors with a better level of certainty. Given the nature of our game (destruction, observation tools, high lethality), players are very likely to have doubts about what happened when they get killed. This causes confusion whether they died by a legitimate player or a cheater. This doubt causes a negative atmosphere for everyone regardless of the presence of cheaters in the match. Therefore, activating the Kill Cam in Ranked serves two purposes: make it harder for cheaters to hide and improve players' perception by allowing them to witness how they got killed. In the long term, we will also be working on improving the Kill Cam in order to make it more accurate and reliable.

Playlist Changes

New Custom Game setting: Infinite Overtime Rounds is now available for competitive play
It is important for us to provide options to the competitive scene. Therefore, we have added the option to go into infinite overtime in Custom Games. When Overtime Score Difference is set to 2, combined with an infinite Overtime Rounds amount, the game will be resolved only if a team wins by a +2 differential. This ensures the fairest outcome to a match (since our game is asymmetric).

General Tweaks & Improvements

Balance: Spawn Killing Countermeasures

Spawning Location Tweaks
We have 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 believe these tweaks should fix the vast majority of those spawn killing occurrences. We will keep monitoring further to ensure that our spawn locations are safe for Attackers on all maps. For the full detailed list of those tweaks as well as pictures illustrating them, see the bottom, please scroll to the bottom of this post.

Ranked Matchmaking Improvements

Better quality matches within Ranked Matchmaking
On the week of February 22nd, we released a hotfix to improve the quality of matchmaking for Ranked. We have changed the relaxation parameters for ‘Skill Rank’ so that you are matched with players closer to your rank.

The situation before this update was that relaxation was occurring too quickly, with big ‘Skill Rank’ relaxation increments, and no maximum differential between teams. This meant that high skill teams could get matched up against much lesser skilled teams.

After the update, we are glad to confirm that we did improve the overall quality of matches in Ranked, with the matches being better balanced and of better quality. The relaxation now occurs quicker, but with smaller increments and with a maximum differential cap between teams. We expected the matchmaking queue times to be lengthened, but are glad to say they did not! The most notable difference is that matches with large Skill Rank difference went from 5-9% to 2-4%. We also had an improvement of about 5% to matches that are considered even or very close in terms of Skill Rank. We believe that we are on the right track and that we can keep improving those parameters further.

We are aware that there are many other improvements that can be done for Ranked, including further adjustments to matchmaking. We are currently working on committing to a clear plan, which we will be sharing with you in our known issues list’s high priority issues section within the upcoming weeks. Thank you for helping us identify them, your feedback is invaluable.

Main Bug Fixes
Please be aware that this is not an exhaustive list, and that we are only highlighting fixes that were done on the most commonly raised bugs.

Gameplay Fixes
Operators are in T-Pose and do not display any texture. – FIXED
Hit registration: the player sometimes doesn’t receive damage when shot at while in rappel and using a drone. – FIXED
Hit registration: Players sometime take no damage when shot in one of their feet. – FIXED
Hit registration: Defenders have a difficult time damaging a hostage carrier while he or she is in rappel. – FIXED
Weapons sometime appear through walls. – FIXED
The drone sometimes flies out of bounds when thrown. – FIXED
Sometimes drone falls off the maps. – FIXED
Gadgets placed on the ground cannot be put on top of barricade debris. – FIXED
The ADS animation sometimes gets corrupted when shield-wielding Operators aim. – FIXED
Thermite: sometimes, a reinforced trap door will not be destroyed by an Exothermic Charge. – FIXED
Buck: Pressing the gadget key while holding secondary weapon does not go out of Skeleton key mode. – FIXED
Glaz: pressing the gadget key while carrying secondary weapon does not switch scope ON and OFF. – FIXED
Sledge: hammer can be seen floating in the air during end of round camera. – FIXED


Level Design Fixes
Yacht - exploit: players are able to vault near the roof of the front end of the Yacht, inside the ceiling. – FIXED
Yacht: the Secure Area objective area doesn't cover the entire room of the cockpit, preventing the objective to be captured/defended when standing in a specific position. – FIXED
Yacht: Defenders cannot place barbed wire on any interior stairs of the map. – FIXED
Yacht: drones have no collision with a block of ice at East Glacier. – FIXED
Yacht: some red blocking walls not displayed during the Preparation Phase. – FIXED
Oregon - exploit: Attackers can shoot Defenders through a small gap (near Junkyard Spawn Point, EXT Dining Hall). – FIXED
Oregon: drones have difficulty navigating through the two ventilation shafts near the abandoned school bus. – FIXED
Chalet: an invisible collision will prevent characters from shooting at enemies hiding behind it on the 2F near the railing. - FIXED
House: players can fall through the map when rappelling near the River Docks area. – FIXED
House: pillows have no collision with the players’ gadgets. – FIXED
Russian Café: the bottom layer of the destructible wall from the Pillar Dining Room cannot be vaulted after destroying the wall. – FIXED
Sometimes, there are lighting issues on maps. – FIXED


Spectator Mode Fixes
The score is not replicated correctly for the spectator during character selection screen. – FIXED
When spectating, the spectator remains with a white screen if the spectated target is killed while being flashed. – FIXED
Spectator sees player's drone from the wrong perspective. – FIXED
Indication of drone elevation in relation to player does not work correctly when in Spectator Mode – FIXED
Tactical view focuses on where the Operator dies and does not allow the camera to move freely until the spectator switches to another player’s perspective. – FIXED
Graphic corruptions can be seen when switching between players in first person view. – FIXED
Players' full usernames no longer displayed under their logo when focused on in Spectator Mode – FIXED
Controller does not vibrate after exiting from spectate mode and playing in any mode. – FIXED
PC: The spectator cannot open the Options menu using the F10 key. – FIXED


Miscellaneous Fixes
The countdown (15/10/5 seconds remaining) announcer voice over still happens after the defuser has been planted when the bomb is planted late in the round. – FIXED
PS4: PS4 players met feature from the friends tab in the play station dynamic menu has no functionality. – FIXED


Patch size: Approximately 750 MB (may vary per platform)

Status Update on IP Protection

While we did originally announce that we would introduce IP protection in this patch, it has proven to be more complicated tech-wise than anticipated. We do intend on introducing IP protection as soon as possible. The PC version will most likely be ready before the Console version and will be shared as a hotfix patch containing only this feature as soon as it is ready. Due to submission requirements for Console, it will be shared at a later time (earliest possible as well). The IP protection will limit how players’ IPs are displayed, greatly reducing the possibility of DDoS attacks targeting players within a match. This feature is currently a priority for us.

Thank you so much for being part of this with us and sharing your feedback. Until next time!

The Rainbow Six Siege Development Team


Spawn Location Tweaks

Red: before changes + line of sight
Green: after changes

House

Backyard:
Spawn points are now spread out.
Moved some spawns to be hidden behind the truck.



Oregon

Street:
Spawn points are now spread out.
Moved some spawn points to be hidden behind the truck.



Construction Site
Wall has been elevated to block the Defenders line of sight into the spawn area.
The wall is now metal. (bullets cannot penetrate it)
Fence has been added to block a line of sight.



Junkyard
Spawn points are now hidden.



Clubhouse

Warehouse
Moved spawn points.



Main Gate
Spawn points are now spread out.
Spawn points are closer to the building and more hidden.



Bank

ATM + Lobby + Loan Office (interior)
Cannot vault anymore on the plants and desk. This prevents Defenders from using line of sight angles to kill Attackers in their spawn.



Jewelry Front
Regrouped spawn points, making them more hidden.



Kanal

Construction Site
Added additional metal pipes to block line of sight (could vault on a table in Kitchen and see the spawn).



Sailboats
Moved spawn points.



Chalet

Cliffside
Spawn points are now spread out and hidden.



Lakeside
Spawn points are now spread out and hidden.



Campfire
Elevated a rock to block the Defenders line of sight into Attacker's spawn.



Russian Cafe

East Main Street
Removed this spawn entirely.



Christmas Market
Moved some spawn points.



Park Alley
Spawn points moved and now hidden.



Yacht

Submarine
Spawn points spread out.



Zodiac
Spawn points spread out.




Snow Mobile
Added an ice block to block the Defenders line of sight into the Attacker's spawn.

]]>
Rainbow Six Siege Tue, 01 Mar 2016 17:34:00 +0000
Patch 2.1 out today - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4226-patch-2-1-out-today#35407 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4226-patch-2-1-out-today#35407
The translation of these patch notes will be coming shortly. Since the patch will be live soon, we have opted to share the information as soon as we could. We apologize for the inconvenience.

Take note that we will be releasing Patch 2.1 on February 11th for PC and on February 16th for consoles. Thank you for your understanding.

New Features



Custom Games and Spectator Camera on dedicated servers
10 player Custom Games can now be hosted on dedicated servers, which offers a fair gameplay environment that better suits competition. Dedicated servers means no host advantage, better stability, and makes it harder to cheat. We also are making the Spectator Camera feature available on dedicated servers, allowing an 11th person to observe matches held on those servers.

There are currently limitations on using said feature. We do plan on making it more accessible and improving the feature over time, but wanted to share it today with you.

Current limitations:
There must be 10 players for a Custom Game on dedicated servers to start.
In order to create a game with a Spectator, the spectator has to be the one creating said game as Spectator. In that case, there will be 10 players and 1 spectator in a match.
Only one spectator can be present in a Custom Match hosted on dedicated servers.
Even though it is on dedicated servers, if the match creator quits, the lobby is disbanded.
These matches are invite only.
You will have 10 minutes to fill the lobby and start to game to keep the match on a dedicated server.
There is currently no way to return to an already started match if you leave or disconnect.
As the creator, you won’t be able to create a new Custom Game on dedicated servers for 10 minutes if you shut down your previous Custom Game hosted on dedicated servers.

In order to launch a Custom Game on dedicated servers, from the main menu, select:
MULTIPLAYER
CUSTOM GAME
ONLINE
CREATE
CREATE NEW PLAYLIST (or select one you already made)
Fill Playlist Name
Press Add a Match, then edit the details of your match and save your playlist.
Select any of your previously created playlists, this will bring up the CREATE GAME panel.
Decide whether you want to Create as Player or Create as Spectator.
Select Server Type: Dedicated Server
Allow Spectator will be automatically set to off, however you can join yourself as a Spectator.

Data Centers can be selected for Custom Games hosted on dedicated servers
If players or spectators do not wish for the game to be hosted in their default region’s data center, they will be able to change when creating the game, by changing the selection from the Data Center category.

List of Data center abbreviations and full names:
default (based on ping)
eus (US East)
cus (US Central)
scus (US South Central)
wus (US West)
sbr (Brazil South)
neu (Europe North)
weu (Europe West)
eas (Asia East)
seas (Asia South East)
eau (Australia East)
wja (Japan West)


General Tweaks & Improvements

Balancing

Tweaked Blitz’s head model and hitbox to have the same amount of exposure as the other shield-wielding Operators and Recruits.
Blitz’s opponents were able to headshot him with ease over his shield due to his big head model. We have reduced the size of his head model and made his shield taller.

Exposure at 3 meters before today's update:



Exposure at 3 meters after today's update:



Tweaked recoil on certain weapons in order to make them more controllable.
PKP Pecheneg
(PC only) AUG


Player Comfort

Added HUD presets in Custom Games to accommodate different needs
Added ESL Pro League S1 HUD, which is the preset chosen by ESL for their tournaments.
Altered Hardcore HUD, which is our first iteration leading to the Hardcore Mode. It is not final and is just a first step we can share as we work on completing the Game Mode.

Daily Challenges now accumulate daily without needing to log in
Players no longer need to log in at least once every 24 hours to get a new challenge. Instead, one challenge is granted every day to every player that has at least one free challenge slot, even if they don't log in.

Fairfight cheating kick message updated to make it clearer
When a player is banned, an unclear message was broadcasted to all players playing in public matchmaking ‘[PLAYER] has removed from the match by FairFight™.’ From now on, the message ‘[PLAYER] has been banned from the game by FairFight™.’ will be broadcasted instead.


Main Bug Fixes
Please be aware that this is not an exhaustive list and that we are only highlighting fixes that were done about the most commonly raised bugs.

Gameplay fixes
Operators sometimes are displayed in T-Pose, slide around the maps and don’t have any textures. – FIXED
Headshot hits do not register properly. – FIXED (We will keep looking for additional improvement opportunities.)
Exploit: Kapkan’s trap can have an invisible laser if specific steps are followed. – FIXED
Exploit: Bandit could duplicate the batteries in his inventory by doing a certain behavior. – FIXED
Exploit: Players able to clip inside walls using Deployable Shields. – FIXED
Collar collision on Frost and Buck, make headshots register as upper body damage. – FIXED
Glaz is able to take down Castle Barricades with only 4 shots. – FIXED
Player able to clip inside walls by using Deployable Shields. – FIXED
Nitro Cells stick to the edges of tiny leaves on plants. – FIXED .
Switching weapons takes Buck out of the Skeleton Key mode. – FIXED
Blitz’s gadget blinds players who were not facing it. – FIXED
Frost’s Welcome Mat is not destroyed when placed on a trap door which is then reinforced. – FIXED
Sometimes, players get an infinite reload animation. – FIXED
Sometimes, players cannot reload their weapon. – FIXED
Player has a jammed screen if holding the drone in his or her hand near a Signal Disrupter. – FIXED
If an attacker is killed at the same time as they finish placing the defuser, the defender won’t be able to disable it. – FIXED
Armored barricades placed by Castle appear as intact when Castle is looking at them, while they are displayed as destroyed for other players. – FIXED
PVE: Inconsistency between the number of AI displayed to be killed at the start of the session on Yacht and the one displayed for the rest of the maps on all difficulty levels. The amount of AI spawning was not the same as the amount of AI displayed. It was 20 on all difficulty levels while it should have been 22 (normal), 26 (hard) and 30 (realistic). – FIXED
(PC) Cannot HOLD Sprint when Walk is set to TOGGLE. – FIXED
Yacht: when playing during daytime with Montagne, broken glass decals are completely dark. – TENTATIVE FIX (We will be tracking for it once Patch 2.1 goes live, currently cannot reproduce the bug anymore internally. Please reach out to customer support if you experience it after the patch is live, thank you!)

Level design fixes
Yacht ceiling glitch exploit: player is able to vault near the roof of the front end of the boat inside the map’s ceiling, gaining a tactical advantage. – FIXED
Presidential Plane glitch exploit: Drone can jump through a wall in the Cargo and get inside the Plane’s textures. – FIXED
Oregon glitch: an exterior brick wall could be shot through from EXT Farmlands. - FIXED
Yacht slot machine glitch: after shooting the slot machine, it creates a vault detection that makes the player vault. - FIXED
Yacht: exterior cameras are missing their location names. – FIXED
Yacht: drones can go out of world at the EXT East Glacier. – FIXED
Yacht: drones can fall in the water and out of map at the King of the World location. – FIXED
Yacht: asset left floating after destroying wall in the Infirmary. – FIXED
Club House: players can fall out of world when installing a booby trap in the Basement. – FIXED
Chalet: Invisible collision present on the table located in the Dining Room at 1F. – FIXED
Bank: light issue present on the South wall of the CEO Office. – FIXED

Online fixes
Players sometimes join a Ranked match that is already in progress. – FIXED
Cannot Vote Kick a second player from a PVP session and Team Kill Auto-Kick and Hostage Kill Auto-Kick become unavailable. – FIXED
Error code 0-0x00000602 is received when returning from a matchmaking game to looking for players step. – FIXED
PVE: Broken friendly fire kick system. – FIXED
Custom Game: After being kicked from a Custom Game session, the player is able to join through the Open to Friends option. – FIXED

UI fixes
In Custom Games, the Hardcore HUD features the old Simplified HUD settings. – FIXED
There is no timer present during the lobby screen. – FIXED
Platinum Rank appears misspelled in the End of Round Screen. – FIXED
Gun icon is displayed in the Round Log instead of the fall icon when bleeding out from fall damage in the game. – FIXED

Miscellaneous fixes
Players playing Lone Wolf receive Situations’ Renown and XP. – FIXED
Yacht: Missing weapon textures during PVP matches. – FIXED
The lower part of Blitz’s character model is flickering. – FIXED
Weapons show black texture after playing several Custom sessions in a row. – FIXED
When reloading L85A2, ammo magazine clips through weapon. – FIXED
MP7’s attachments conflict with the default iron sight. – FIXED
There is no sound for the Season 1 Operators when reloading their weapons. – FIXED
Frost’s Welcome Mat gadget has no sound effects when deployed or picked up. – FIXED
Minor bugs present in Spectator Camera. – FIXED
PVE: First person gun models and players are invisible occasionally. – FIXED
(PC) It is possible to see through walls using NVidia SLI. – FIXED
(PS4) ‘Recently met players’ feature now functional (was already working on XB1). – FIXED


Some unlisted tweaks & fixes implemented with Patch 2.0

Online improvements:
Improvements on cheating countermeasures.
From now on, when players are banned, a notification in the combat log is broadcasted to all players currently playing in public matchmaking for all platforms.
Improvements on automatic data center selection.

Balancing:
Sledge’s hammer swing speed significantly increased.
Glaz can now destroy wooden barricades.

Player comfort:
Ping maximum range significantly increased.
Weapon skins can now be previewed full screen in the Shop.
(PC) Can now check scoreboard from the lobby by pressing the TAB key.

Gameplay bug fixes:
Fixed a bug in which it was possible to obtain full accuracy for shield-wielding Operators before the end of the ADS transition animation.
Misaligned optics fixed.

Online bug fixes:
Fix for estimated wait time in the matchmaking lobby screen.
Fix of various disconnect issues.


Patch size: 1.2 GB

Thank you for being part of this with us and sharing your feedback. We are looking forward to sharing more improvements on the game with you.]]>
Rainbow Six Siege Thu, 11 Feb 2016 14:57:50 +0000
Patch 2.0 & DLC Operation Black Ice OUT - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4224-patch-2-0-dlc-operation-black-ice-out#35389 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4224-patch-2-0-dlc-operation-black-ice-out#35389

Today, we're proud to announce the official launch of Season One with the release of our first major content update, Operation Black Ice.

Operation Black Ice brings with it a slew of new content, including the introduction of two brand new operators, Frost and Buck. Bringing with them new weapons and gadgets, including the "Welcome Mat" trap and the "Skeleton Key" under-barrel shotgun, they'll surely help with expanding your attacking and defending options. These options will be sorely needed when tackling our new map, the Yacht.

Currently moored in Baffin Bay, this luxurious yacht has struck an iceberg and has been breached. As part of Team Rainbow, you're being sent in to help secure the stranded vessel, as an unidentified submarine has been seen docked close by.

Operation Black Ice also brings with it the Spectator Camera, which is now available online and on all platforms. The Spectator Camera allows players to create custom 5v5 multiplayer games, with an 11th player observing the match in real time. Spectator Cam also introduces a brand new way to see the field of operation with the Tactical View. This view allows players to select and follow individual players, or use it's "free-cam" to observe the map as a whole. We hope that the Spectator Cam will not only give a brand new way to watch games play out, but also helps new players learn more about the game.

In addition to these brand new features, we're adding a bunch of balancing, player comfort and playlist changes in this update. We not only believe that these changes will help improve the overall game experience for everyone, but that these should help with issues that some of you have been experiencing.

NEW CONTENT UPDATE

New Operators
New map
New feature
GENERAL TWEAKS & IMPROVEMENTS

Playlist changes
Balancing
Player comfort
Web improvements
MAIN BUG FIXES

Gameplay fixes
Level Design fixes
Online fixes
UI fixes
Miscellaneous fixes
For a full list of changes and additions being made with the start of Season One, including the introduction of the Black Ice Weapon Skin Collection, please head over to the Black Ice webpage .

Thank you for being part of this with us and sharing your feedback. We hope you enjoy the new content Season One brings and are looking forward to sharing more improvements on the game with you.


The Rainbow Six Siege Development Team]]>
Rainbow Six Siege Tue, 02 Feb 2016 18:47:41 +0000
How to fix Strict NAT - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4216-how-to-fix-strict-nat#35388 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4216-how-to-fix-strict-nat#35388
A]]>
Rainbow Six Siege Mon, 01 Feb 2016 16:07:29 +0000
Waiting ages to get into a game ?!! - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4220-waiting-ages-to-get-into-a-game#35381 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4220-waiting-ages-to-get-into-a-game#35381
goto %USERPROFILE%\Documents\My Games\Rainbow Six - Siege\<user-id>\GameSettings.ini

Then view this bit and change DataCenterHint=default to DataCenterHint=weu and save it.

[ONLINE]
;DataCenterHint =>
; default 'ping based'
; eus 'us east'
; cus 'us central'
; scus 'us south central'
; wus 'us west'
; sbr 'brazil south'
; neu 'europe north'
; weu 'europe west'
; eas 'asia east'
; seas 'asia south east'
; eau 'australia east'
; wja 'japan west'
DataCenterHint=default]]>
Rainbow Six Siege Tue, 19 Jan 2016 22:31:07 +0000
Siege - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4219-siege#35380 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4219-siege#35380
A]]>
Rainbow Six Siege Tue, 19 Jan 2016 17:38:02 +0000
Patch Notes - Update 1.2 - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4218-patch-notes-update-1-2#35377 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4218-patch-notes-update-1-2#35377
Today we are sharing our second title update. Keep in mind that we will be improving with every update. The changes described below will take effect on January 7th 2016.

Please refer to our post about our January 2016 Priority – Fixing Top Issues to see our current plans and steps we are taking to improve the game. Note that this patch, Update 1.2, will not fix all of our current top issues and that we are actively working on fixing them as soon as possible.

GENERAL TWEAKS & IMPROVEMENTS

HIT REGISTRATION IMPROVEMENTS

Updated the server tick rate
With the goal of improving positioning and shooting replication, we had deployed a first update in which the player position update rate is set to 60 times per second (vs. the previous 30). This change however has been done in an intermittent fashion and in certain regions only, as we were testing various configurations. We are now satisfied with its state so we are now deploying this update to all users.

Data center selection is now possible
To change their default data centers, users can select their Rainbow Six Game file (usually located in C:\Users\your name\Documents\My Games\Rainbow Six - Siege\your Uplay ID), to select GameSettings.ini. Once opened, in the data center section, replace the word ‘default’ by the region’s short name that you wish to have as your default data center. Then, save the file. The next time you launch the game, your default data center will be the one you have selected.

MATCHMAKING IMPROVEMENTS

Refining the quality of PVP matches with more evenly matched opponents
Added a criteria that increases the odds of pre-made parties being matched against a squad with an equal number of pre-made parties within them.
Skill criterion originating from the player’s region is now more precise.
Improved connectivity to PVP and PVE matches
Increased match quality by ensuring players using the same data center get matched together, leading to better ping.
Improved accuracy of the estimated waiting time while in lobby.
TOP COMMUNITY-RAISED BUG FIXES

Please be aware that this is not an exhaustive list and that we are only highlighting fixes that were done about the most commonly raised community bugs.

GAMEPLAY FIXES

Ranked matches HUD synch with Casual update has been applied (read: playlist changes from this forum post).
Did some fixes on an issue in which players would get stuck when walking, running or at the end of a rappel. The player could do other actions and rotate but couldn’t move. However, some bugs are still present so this issue is still being worked on.
LEVEL DESIGN FIXES

Kanal: fixed a bug in which the red blocker wall was not present on a window in the holding room for Defenders and allowed them to exit their zone during the preparation phase.
Some lighting issues on maps have been fixed.
Some minor collision issues have been fixed on House, Clubhouse, Kanal and Russian Café.
ONLINE FLOW FIXES

Fixed Error [3-0x0001000B].
Partial fix of Error [2-0x00000041]. Refer to Top Issues in the Known Issues post for full information.
Partial fix of the loading screen freeze (smoke background). Refer to Top Issues in theKnown Issues post for full information.
UI FIXES

Player skill rank display has been re-activated.
Authentication pop-up title had inconsistent spacing.
AUDIO FIXES

XB1: Fixed a bug in which if a player constrained the game, snapped an app, then unconstrained the game, he or she would lose the voice chat.
XB1: Fixed a bug in which the game did not exhibit any audio whilst the player had any app snapped.
OTHER FIXES

The Season Passes temporary activation for everyone for issue identification purposes has now ended, see this post for more details.
Fixed a bug in which the Tier 5 faded skin for the FBI’s 5.7 USG pistol didn’t unlock even after purchasing it.]]>
Rainbow Six Siege Wed, 13 Jan 2016 23:11:23 +0000
Patch Notes - Update 1.3 - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4217-patch-notes-update-1-3#35376 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4217-patch-notes-update-1-3#35376
Please refer to our post about our top priorities and known issues to see our current plans and steps we are taking to improve the game as we move forwards. Note that this update, Patch 1.3, will not fix all of our current top issues and that we are actively working on fixing them as soon as possible.

General Tweaks & Improvements

Anti-Cheating Improvements

Cheating countermeasures have been improved further.
Banning policy update: all cheaters detected by the system will be banned permanently. No more three day ban for first offense.

Exploit Fix: Defenders Exiting the Preparation Phase

Added a configuration that allows us to turn ON an insta-kill configuration for Defenders that go outside their zone during the preparation phase (this behavior should not be possible, but if exploits are found, the guilty shall be punished by a swift death!) We will be able to activate this functionality at any time. We will first be testing it on XB1 during the afternoon of January 13th (Montreal time). If it proves effective, we will be deploying this on all platforms later that day.

Top Community-Raised Bug Fixes

Please be aware that this is not an exhaustive list and that we are only highlighting fixes that were done about the most commonly raised community bugs

Level Design Fixes

Fixed a bug that allowed players to exit their zone during the preparation phase (red wall). When transitioning from prone to standing position combined with putting up a barricade, players were able to go through walls. We believe this exploit is now solved. Please share your experience in this forum thread if you still encounter it after the patch (information we are looking for listed in opening post).
Online Fixes

Partial fix of Error [2-0x00000041]. Refer to the High Priority Issues in the Known Issues post for full information.
Potential full fix of the loading screen freeze (smoke background). Refer to the High Priority Issues in the Known Issues post for full information.
Potential full fix of the failed data synchronization issue. Refer to the High Priority Issues in the Known Issues post for full information.
Session authentication operation requests are now using the per data center proxy instead of the dev one.
Improved error tracking, for easier issue identification from our side.
Ranked matches reconnection fixes for PC:
If game was closed by pressing [x] or ALT+F4, the players will not be leaving all sessions any more.
Players leaving a Ranked match by pressing F10 will now be receiving reconnect & abandon messages.
Players leaving a Ranked match by quitting with ALT+F4 will now be receiving reconnect & abandon messages.
Various smaller connectivity and crash fixes.
The Rainbow Six Siege Development Team]]>
Rainbow Six Siege Wed, 13 Jan 2016 23:07:51 +0000
Patch Notes - Update 1.1 - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4213-patch-notes-update-1-1#35367 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4213-patch-notes-update-1-1#35367 New Content & Features
Visual Update
DLC Ultra-HD Texture Pack now available for PC Players

Community Health
Implemented an auto-kick feature for intentional team killers

General Tweaks & Improvements
Hit Registration
Fixed bugs on replication and kill cam:
Pawn rotation latency
Shield positioning while rappelling
Shooting and moving while rappelling
Kill cam replication issues
Updated server tick rate for PC (intermittent & temporary)

Playlist Changes
PvP - Ranked playlist HUD has been synced with the Casual playlist
Renamed Minimal HUD to Hardcore HUD

Ranked Matchmaking Improvements
Increased reliability of end-game skill rank updates.
The penalty for abandoning a ranked game in progress has been temporarily reduced to 8 minutes.
Skill rank icon is now displayed on the game's main screen, next to your level.

Other Matchmaking Improvements
PvP & PvE matchmaking bug fixes

Balancing
PvP - Reduced time to detect Defenders outside from 5 seconds to 2 seconds.
PvE - Reduced the maximum number of White Masks and reduced wave sizes in Terrorist Hunt - Disarm Bomb.

Player Comfort
Increased the amount of characters available tin the chatbox from 32 characters to 128 characters.
Glaz scope visibility enhanced.

Top Community Raised Bug Fixes
Gameplay fixes
Level Design fixes
Online Flow fixes
Visual fixes
UI fixes
Miscellaneous fixes


New Content & Features

Visual Update

DLC Ultra-HD Texture Pack now available for PC players.
The Ultra-HD texture pack will upgrade some of the most common textures in the game, such as characters, and weapons, to a new level of visual fidelity. This higher level of detail can be best appreciated while playing the game in 4K resolution, but it’s not limited to that.

The Rainbow Six Siege team put a lot of effort to try to deliver a solid and scalable experience to the PC community, so those of you running a 4 GB GPU will still be able to enjoy this texture pack from 1080p to 1440p resolutions.

Those of you with the high-end 6+ GB GPUs, you will be able to play the game in sharp 4K resolution, along with these Ultra-HD textures under standard lighting and shading options.
Last but not least, for those of you with the MEGA PCs with dual GPUs and with more than 6 GB of video ram, you will be able to run 4K, with the Ultra-HD textures, and with the highest settings of lighting, and shading which take advantage of tech like displacement mapping.

Note that this is a free DLC and you will have to download it from Steam and Uplay. We hope you enjoy playing the game with these new textures!

Community Health

Team killing reduction
Implemented an auto-kick feature for intentional team killers.

We have set some parameters that will cause an automatic kick of a griefer within a match. We are trying our best to make the distinction between accidental team killing and intentional team killing. Same goes for intentional hostage killing while playing as Defender. We will be tracking if the auto-kick feature reduces intentional team killing instances and will be adjusting the rigor of the parameters accordingly. Also, for PC, you can now use your mouse wheel in addition to the arrow keys to navigate the player selection screen.

This issue has been noticed since the Open Beta, in which we witnessed an exponential growth of griefers intentionally team killing - 1.3% of the matches were affected at the beginning, and it went as high as 7.8% at the end which is obviously unnaceptable. We were glad to observe that over launch, this issue is much less present: we did experience a small growth at first, but it has now plateaued: it started at 0.9% and stabilized at 1.8%. We still believe that this is an issue and will be tracking how the new auto-kick feature will affect these statistics.

General Tweaks & Improvements

Hit Registration Improvements

Sharing the answer provided in the AMA earlier this month, with an update about server tick rate:

The hit registration issues are actually multiple issues that we will be working on. Some of them are being addressed in this title update, while others require development time and be addressed later (as soon as possible).

Fixed bugs on replication and kill cam:
Fixed: Pawn rotation latency: the difference between a player’s action, the server’s perception and another player seeing said action had an extra delay due to a bug. This had even more impact on shield wielding Operators since sometimes players using those would think they were protected while they were not because of the additional delay caused by the pawn rotation bug.
Fixed: Shield positioning while rappelling: certain shield angles were not being replicated properly, this caused the shield wielding player to be overprotected in certain cases. This caused hit detection issues for the player shooting at the shield wielding player.
Fixed: Shooting and moving while rappelling: when moving and shooting while in rappel, the hits were sometimes not registered properly by the server.
Improved: Kill cam replication issues: the kill cam was not displaying an accurate representation of hit positions. The point of view seen after death was not the exact point of view of the killer. Moreover, we have instances in which the kill cam shows body parts sticking through walls while they actually weren’t being seen from the killer’s perspective. This has been improved for the next title update, but we still need additional work on this. It is still considered under development.

Updated the server tick rate for PC (intermittent & temporary)
With the goal of improving positioning and shooting replication, we will be deploying a first update on PC in which the player position update rate is set to 60 times per second (vs. the previous 30). Having had conclusive tests internally, we have decided to share this update on PC first because it has a faster deployment speed compared to consoles. Note that these PC tests will be intermittent as we will be trying various configurations until we are satisfied with the outcome. When this feature has been validated with various external tests on PC, we will be deploying this update on consoles as soon as possible.

Connection to wrong data center
Another issue we will be working on is that right now, some players connect to the wrong data centers. If you are not connected to the nearest data center, your gameplay experience will likely not be ideal. We believe that the best solution for this will be to allow the players to select their data centers and that is what we will be working on.

General issues we are aware of:
Although we do have a high ping kick in place, one thing to note is that there are some edge cases in which some players have high ping due to poor internet connection spikes. This affects replication quality for the other players within that person’s match.

We hope that this addresses your concerns and we will make sure to keep you updated as we keep monitoring and improving on this and progress within our plans.

Playlist Changes

Unifying the experiences between Casual and Ranked
PVP - Ranked playlist HUD has been synched up with the Casual playlist
See this forum post to find out more about the evolution of our playlists over time as well as the specifics of what the Casual and the Ranked playlists consist of. There are still a few differences that will remain (listed in this post).

It is important to note that we are beginning to work on a proper Hardcore playlist, which will be available in early 2016 and will contain a very minimal HUD and a more realistic experience. Until then, we encourage you to try out the ‘Hardcore’ HUD Preset in the Custom Games so that you can experience some of the elements that will be present (or removed) in our future Hardcore mode. Note that this is not a final iteration.

With that, we hope to bring the community the Hardcore mode it deserves. We encourage you to share your feedback with us on what you think the Hardcore mode should be like, as we are still iterating on it.

Custom Games options changes
Renamed Minimal HUD to Hardcore HUD
As a starting point for the future Hardcore Playlist, we have created a Hardcore HUD preset which is currently using the Minimal HUD settings that were previously in our Ranked playlist. We will be iterating on it, with the final goal of establishing a Hardcore HUD preset, and then a full Hardcore Playlist. See previous section for more details about our plans.

Ranked Matchmaking Improvements

Refining the Ranked Skill Rating System
Increased reliability of end-game skill rank updates.
Skill-based matchmaking now casts a much narrower net. By default it now tries to match you with players +/- 1 rank away from you. If it can't find anything, it increases by 1 rank in each direction every 30 seconds. This will increase the average duration of ranked matchmaking, but we feel that they should stay bearable now that more players are hitting level 20 and playing ranked.

When the outcome of a matchup with a more pronounced skill level gap ends up being contrary to what the system expects (ex: Bronze team wins against Gold team), the skill rating updates will now be less aggressive. Losing/gaining more than 2 ranks at once should be much rarer now.

We believe that the reaction was too intense and caused drastic changes. We will be toning down the variations to offer our players a more stable skill rating experience, which we believe is for the best. We will be diminishing the impact of individual matches and be looking at the overall results of the player in order to set their skill rating. We will be closely monitoring the impact of that change on matchmaking quality and might consider bringing similar changes to Casual in the next patch.

The penalty for abandoning a ranked game in progress has been temporarily reduced to 8 minutes.
We are currently reworking the abandon/reconnect system. We will probably move the abandon penalty back up once we finish overhauling the abandon/reconnect system.

Skill rank icon is now displayed on the game’s main screen, next to your level.

Other Matchmaking Improvements
PvP & PvE Matchmaking bug fixes.
PVP - Fixed a bug where matchmaking would sometimes use your skill data from the wrong region.
PVE - Fixed a bug where players would sometimes be matched with players from another region.
PVE - Improved quality-of-service detection when matching players together.

Balancing

Spawn killing reduction
PvP - Reduced time to detect Defenders outside from 5 seconds to 2 seconds.
We believe this will reduce the amount of spawn killing, as it will make it impossible for Defenders to rush to the spawn location undetected. Moreover, our game design philosophy is to have the Attackers’ safe haven be outdoors and the Defenders’, indoors. We felt that 5 seconds gave the Defenders too much time to get in position to take down their opponents and made the Attackers too unsafe outside.

Difficulty reduction for Terrorist Hunt Disarm Bomb
PVE – Reduced the maximum number of White Masks and reduced the wave sizes.
Looking at the data of Terrorist Hunt Disarm Bomb success rates, we saw that they were much lower than desired (for example, in Realistic difficulty, we didn’t even have 0.1% of success rate as I am writing this post – by the way, if you are the 0.1%, congratulations! The success rate we are aiming for in Realistic is about 1%, which is what we currently approximately have for the other Terrorist Hunt modes.)

Player Comfort

Written communications improvement
Increased the amount of characters available in the chatbox: from 32 characters to 128 characters.We believe this change will help you and your teammates communicate better.

Visual improvement
Glaz scope visibility enhanced.
We have fine-tuned the filter to reduce the glow and enhance the overall visibility and contrast.

Before:



After:



Top Community Raised Bug Fixes
Please be aware that this is not an exhaustive list and that we are only highlighting fixes that were done about the most commonly raised community bugs.

Gameplay Fixes
Fixed a bug in which the Defenders could exit the building using a deployable shield during Preparation Phase. This was considered an exploit.
Resolved an issue where bullet impacts would not be registered.
Fixed a bug where White Masks would take no damage when getting shot in the abdomen.
Tagging Attackers through the security cameras now properly identify Operator in the HUD.
Fixed a bug where the user could not switch cameras during the prep phase when his/her drone got destroyed.
Fixed a bug where the player could get stuck.
Fixed a bug where the camera would get turned upside down after rappelling.
Fixed a bug where the player got stuck after using the rappel feature.
Opening uPlay overlay now pauses the Situations’ Cinematics.

Level Design Fixes
Fixed a problem where the drone would fall through the map at the start of the preparation phase.
Fixed different bugs in which drones could fall off the map or teleport to random locations when thrown.
Fixed an issue where Twitch’s shock drone would fall through the map when launched from a prone position, backed up against a wall.

Online Flow Fixes
Fixed an issue where squads would get split up when returning to lobby or the menu.
Fixed a bug where the XP and Renown screen post-match would be empty.
Fixed a bug where you could see the enemy team’s operator choices during Selection phase.
You should now be able to see your teammates in the lobby on rematch.
Fixed a PVE renown exploit (hack).
In matchmaking, players searching for a session will now automatically reach step 2 "Joining game session".
Fixed an issue when inviting players which are currently in a lobby.
Fixed error code 0-0x00000602 (received when returning from a matchmaking game to looking for players step).
Fixed connectivity issue in which the session hanged and all players were being disconnected if a character left the session or got disconnected while escorting the hostage
Fixed a game invitation bug in which the former host received matchmaking error 2-0x00000064 if he previously quit a Terrorist Hunt lobby and selected a Squad only game afterwards.

Visual Fixes
Fixed blood color bug.

UI Fixes
Fixed a bug in which text chat character limit would be even shorter than 32 characters.
Fixed bug in which attackers could vote for spawn location during preparation phase in Casual.
Fixed a bug in which the portal menu was shifted to the left when booting the game.
Fixed a bug in which the player was unable to select Invite Players in the Player Profile screen on XB1 and PS4.
Various minor tweaks to improve UI.

Miscellaneous Fixes
Fixed a PC voice chat bug in which inviting players to the game set the squad leader’s voice chat record mode settings to Open.
Fixed a PC bug in which pressing ALT+ENTER in-game while having the personal information panel open would leave the player with no functionality.
Added a clear indication in-game that all Terrorist Hunt modes difficulty levels are intended for a full team of 5.
Fixed a PC bug in which the refresh rate selection was broken.
Localization fixes have been made as we updated the text in multiple languages.
Various connection, stability, performance, errors and crashes issues have been fixed.]]>
Rainbow Six Siege Wed, 16 Dec 2015 13:11:33 +0000
Nice Crack Q lol - by: FcUK_H http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4208-nice-crack-q-lol#35362 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4208-nice-crack-q-lol#35362 Rainbow Six Siege Mon, 07 Dec 2015 13:57:22 +0000 R6 Siege Pre-Load is out ready for tomorrow - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4207-r6-siege-pre-load-is-out-ready-for-tomorrow#35347 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4207-r6-siege-pre-load-is-out-ready-for-tomorrow#35347

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Rainbow Six Siege Mon, 30 Nov 2015 16:43:00 +0000
R6 Siege Open Beta November 25th. Pre-load it now! - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4206-r6-siege-open-beta-november-25th-pre-load-it-now#35346 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4206-r6-siege-open-beta-november-25th-pre-load-it-now#35346



NOTE: If you have participated in a previous closed beta/alpha and are unable to see the "Rainbow Six Siege - Open Beta" game tile, please make sure to check under the "Hidden" tab of your games library.

It’s been a long journey since we first announced Rainbow Six Siege at E3 in 2014, and now we’re less than two weeks away from the launch of the game. Before the full game is out in stores and ready for you to download, we still have one final testing milestone left. The Open Beta will run from November 25th through the 29th, with exact times varying by region. Everyone who participated in the Closed Beta will have 24 hours early access starting on the 24th.

The Open Beta will be focused primarily on testing matchmaking and online infrastructure, and as such will only feature a limited scope of the game’s content. Your progression, inventory and Ranked gameplay during the Open Beta will not carry over into the final game.

The Open Beta contains some content you might not have played in previous testing periods, including a new map, new operators, and a new Terrorist Hunt mode. Let’s take a look at what you’ll be able to play:

The Operators



During the Open Beta, you’ll get to play the other three Russian Spetsnaz operators which includes the heavily armored Tachanka and his mounted machine gun, and Glaz with his very effective sniper rifle. Closed Beta fan favorite Fuze and his incredibly dangerous cluster charge will not be available again until launch.



The Modes

Competitive Multiplayer (PvP)

Players will be able to play both Ranked and Unranked modes. While Ranked progression and stats will not carry over into the full launch, it will give you a chance to experience the “hardcore” settings outlined in our last dev update post.
The two PvP modes from the Closed Beta are back, with players fighting over room control in TDM – Secure Area or defusing and defending bomb locations in TDM – Bomb.
Terrorist Hunt (PvE)

Featured during E3 2015 and live event previews, Terrorist Hunt – Disarm Bomb will be available for everyone to play during the Open Beta. You and your team will need to iniltrate a location filled with White Masks and disarm two different bomb locations. Be careful, once the bomb has been disarmed, White Masks will attempt to swarm the location and take you out. Set up properly and cover your corners to hold off the threat before moving to the next location.
The Maps



There will be a total of three maps during the Open Beta, playable day and night on both PvP and PvE game modes. Hereford Base and the House map will be returning for this testing period, and for the first time you’ll be able to play the Kanal Industrial Harbor map, which was featured in the Gamescom trailer.

See you soon!

We are grateful and humbled to be this close to the launch of the game, and we can’t wait to have you all playing during the Open Beta for one last stability check. You’ll get to test out some of the recent improvements we made, including a much stronger matchmaking experience. Of course, launch is just the beginning and we will be continuing to take feedback and make updates to the game. Join us on the official subreddit and forums to share your thoughts.

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Rainbow Six Siege Mon, 23 Nov 2015 19:12:08 +0000
Rainbow Six Siege Is Designed For The Long Term !! - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4205-rainbow-six-siege-is-designed-for-the-long-term#35345 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4205-rainbow-six-siege-is-designed-for-the-long-term#35345
A dedicated team of about 80 people will be listening to fan feedback and monitoring gameplay statistics to ensure that we're always providing the best possible experience and also creating opportunities for growth within the community and the game. The operator system, multiplayer and Terrorist Hunt game modes were all designed to expand and meet the demands of an evolving game.


One Year, Four “Seasons” of Content. No Paywall.




Over the course of a year, new content will come in the form of “seasons” that coincide with ranked gameplay. Over the course of the year we will be releasing:

4 new maps (playable on both online multiplayer and Terrorist Hunt)
8 new operators, with new primary/secondary weapons and unique Gadget
New cosmetic items
New game modes, events and/or activities
Maps and modes will be free and available immediately for everyone. New operators and most weapon skins can be unlocked with earned currency called Renown, or with R6 Credits (more on these below). The only new content that will be available exclusively by purchase will be a small number of premium weapon skins that are purely aesthetic and have no impact on gameplay. For an online, competitive multiplayer game it’s imperative that we don’t create a divide in the community or introduce “pay to win” mechanics. By doing it this way, we hope to keep our community united and engaged over the long term.




Renown and R6 Credits
With the currency used to unlock new content, we wanted to strike a fair balance for players who would like their playtime to be rewarded (Renown, which are earned) and those who would prefer to buy content outright (R6 Credits, which are purchased). This is a tough balance to strike, as we don’t ever want players to feel forced into paying, so how does it all come together?

Renown

You’ll earn Renown for just about everything you do in Rainbow Six Siege, like completing Situations and Terrorist Hunt games, or competing in Online Multiplayer matches. This will be the base currency that you’ll use to progress through the game. You can use it to unlock operators, weapons and weapon skins. Renown can also be used to unlock post-launch gameplay content. Here are some factors during gameplay that will influence how much Renown you earn:

Winning or losing a match
Kills / Assists / Revives
Ranked matches earns more Renown than Unranked
Teammate kill will have a negative impact on Renown earned
You can also earn Renown through Daily Challenges or actions like watching tutorials

With the weapon skins, we wanted to make sure that there was something for everyone. There will be five different tiers of skins available initially for purchase that we will continue to add to in the post-launch, with Tier 1, 2 and 3 unlockable with Renown and Tier 4 and 5 skins requiring R6 Credits to purchase. Some Tier 3 skins can be unlocked with Renown or R6 Credits. These weapon skins, along with any other potential future cosmetic items, will be purely aesthetic and have no impact on gameplay.

R6 Credits

R6 Credits are the optional currency that you can purchase from the first party platform you’re playing on. R6 Credits can be used to buy Renown Boosters (that allow you to generate Renown faster while playing) and a select few premium weapon skins. They can also be used to unlock new operators instead of using Renown. There will be 5 packages available at launch (600, 1200, 2670, 4920, 7560 R6 Credits), with the higher value bundles offering more R6 Credits per pound.

How Much To Unlock Post-Launch Content?

There won’t be any need to unlock new maps or modes as those will be available immediately for everyone with each new Season content release. For the rest of the post-launch content, we are still fine-tuning the in-game economy, but we wanted to give you an idea of what it will take to unlock new operators and weapon skins.




Each new post-launch operator can be unlocked by playing approximately 25 hours (approx. 25,000 Renown). The data we have suggests that the average FPS player spends 8-10 hours a week playing their favorite FPS (also in-line with our observation during the closed beta), so it should only take between two to three weeks maximum to unlock an operator. With about three months between each Season of content, we hope players with regular game time won’t have trouble saving up enough Renown to unlock both new operators upon their release. Each operator can also be automatically accessed by spending 600 R6 Credits ($4.99 USD). Keep in mind that the initial 20 operators at launch will be unlocked much quicker in the base progression system (500 Renown for first operator in a CTU, 1000 for the second, etc).
With the weapon skins, we wanted to make sure that there was something for everyone. There will be five different tiers of skins available initially for purchase that we will continue to add to in the post-launch, with Tier 1, 2 and 3 unlockable with Renown and Tier 4 and 5 skins requiring R6 Credits to purchase. Some Tier 3 skins can be unlocked with Renown or R6 Credits. These weapon skins, along with any other potential future cosmetic items, will be purely aesthetic and have no impact on gameplay.

What to expect every Season of Rainbow Six




In case you’re wondering what these themed season content releases will look like, here’s a little taste of what will be released first in the cold, early months of 2016:

1 new map
2 new operators from a new CTU, with new weapons and unique gadgets
A handful of new weapon skins in all tiers
Gameplay upgrades

The idea is that each one of these releases will have a significant impact on the evolving meta of the game. They’ll open new operator combinations and counters, plus a new environment to master. We’re eagerly anticipating observing what you do with these new gameplay elements, and to introduce new modes and events in the future.

Launch is Just the Beginning

The launch of Rainbow Six Siege on December 1st is just the beginning of what we want to do with this game. We believe this is a game that will have a long lifespan, and we are eager to continue to support the game as the Rainbow Six community grows. We are very excited to kick off this journey next month and see how the sandbox advances over time with your help. If you’re looking for the best ways to talk to us and give feedback on the game, don’t hesitate to join our subreddit or forums. Thank you for the support you’ve give us thus far, and we’ll talk with you again soon.]]>
Rainbow Six Siege Thu, 12 Nov 2015 19:12:36 +0000
System Requirements released - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4204-system-requirements-released#35344 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4204-system-requirements-released#35344
Supported OS: Windows 7, Windows 8.1, Windows 10 (64bit versions required)
Processor: Intel Core i3 560 @ 3.3 GHz or AMD Phenom II X4 945 @ 3.0 GHz
RAM: 6GB
Video Card: NVIDIA GeForce GTX 460 or AMD Radeon HD 5870 (DirectX-11 compliant with 1GB of VRAM) [See list of supported video cards down below]
DVD ROM Drive: DVD-ROM Dual Layer
Sound: DirectX® 9.0c compatible sound card with latest drivers
Hard Drive: 30GB
Multiplayer: Broadband connection with 256kbps upstream or faster


Recommended:

Supported OS: Windows 7 SP1, Windows 8.1, Windows 10 (64bit versions required)
Processor: Intel Core i5-2500K @ 3.3 GHz or better or AMD FX-8120 @ 3.1 Ghz or better
RAM: 8GB
Video Card: NVIDIA GeForce GTX 670 (or GTX 760 / GTX 960) or AMD Radeon HD 7970 (or R9 280x [2GB VRAM] / R9 380 / Fury X)
DVD ROM Drive: DVD-ROM Dual Layer
Sound: DirectX® 9.0c compatible sound card 5.1 with latest drivers
Hard Drive: 47GB
Multiplayer: Broadband connection with 512kbps upstream or faster

Supported Video Cards at Time of Release

NVIDIA: GeForce GTX 460 or better, GTX 560 or better, GTX 650 or better, GTX 750 or better, or any card from the GT900 and Titan Series
AMD: Radeon HD5870 or better, HD6870 or better, HD7770 or better, R7 260X or better, or any card from the R-300 series and Fury X

Laptop models of these cards may work but are not supported. These chipsets are the only ones that will run this game. Additional chipsets may be supported after release.]]>
Rainbow Six Siege Wed, 11 Nov 2015 18:42:23 +0000
R6 Siege Pre-Order - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4201-r6-siege-pre-order?start=6#35313 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4201-r6-siege-pre-order?start=6#35313
A]]>
Rainbow Six Siege Wed, 21 Oct 2015 16:36:56 +0100
Add you Uplay login name here - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4187-add-you-uplay-login-name-here?start=12#35277 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4187-add-you-uplay-login-name-here?start=12#35277

Sent from my iPhone using Tapatalk]]>
Rainbow Six Siege Tue, 06 Oct 2015 21:17:43 +0100
GG's tonight - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4191-gg-s-tonight#35241 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4191-gg-s-tonight#35241






A]]>
Rainbow Six Siege Mon, 05 Oct 2015 00:46:42 +0100
So what do people make of R6 Siege ? - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4189-so-what-do-people-make-of-r6-siege#35238 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4189-so-what-do-people-make-of-r6-siege#35238
Peoples Views ?

A]]>
Rainbow Six Siege Sun, 04 Oct 2015 18:36:44 +0100
Rainbow Six Siege Technical Test Closed Beta - by: FcUK_D http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4183-rainbow-six-siege-technical-test-closed-beta?start=6#35233 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4183-rainbow-six-siege-technical-test-closed-beta?start=6#35233
will there be mod tools for this? i know a long shot

what are the game modes gonna be?]]>
Rainbow Six Siege Tue, 29 Sep 2015 22:25:08 +0100
Uplay ID's - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4182-uplay-id-s#35198 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4182-uplay-id-s#35198
FcUK_A


Cheers

A]]>
Rainbow Six Siege Tue, 22 Sep 2015 23:48:57 +0100
More Closed Beta Keys ! - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4181-more-closed-beta-keys#35196 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4181-more-closed-beta-keys#35196 Rainbow Six Siege Mon, 21 Sep 2015 18:38:33 +0100 Closed Beta Keys - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4176-closed-beta-keys#35186 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4176-closed-beta-keys#35186
http://rtxevent.com/rainbow6

A]]>
Rainbow Six Siege Mon, 10 Aug 2015 23:19:51 +0100
Rainbow Six Siege Official – E3 2015 Terrorist Hunt Co-Op Trailer - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4175-rainbow-six-siege-official-e3-2015-terrorist-hunt-co-op-trailer#35181 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4175-rainbow-six-siege-official-e3-2015-terrorist-hunt-co-op-trailer#35181 [/youtube:2s59cxih]]]> Rainbow Six Siege Thu, 18 Jun 2015 18:21:29 +0100 Rainbow Six Siege October 13th :) - by: FcUK_A http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4173-rainbow-six-siege-october-13th#35174 http://fcuk.org.uk/kunena/rainbow-six-siege-games-area/4173-rainbow-six-siege-october-13th#35174 [/youtube:vo8ffxrk]]]> Rainbow Six Siege Sat, 16 May 2015 14:18:05 +0100