Ubisoft just published a new blog post detailing Rainbow Six: Siege ranked matches for the first time.
RANKED: New Details
Ranked matches have voting on spawn/objective locationRanked matches do NOT have Death ReplaysRanked matches will utilize a minimal HUD settingNo scoring indicatorsNo grenade indicatorsNo threat indicatorsNo reload indicatorsNo teammate outlineNo kill confirmation markerThere's also good news about custom matches, which will feature dedicated servers (although not in all cases).
CUSTOM MATCHES: New Details
Will be playable on dedicated servers (in an update shortly after launch), with the following constraints:Match requires 10 players in itThe data center that will host the game will be the closest one to the player who created the custom game session.Once the lobby has been created, the server will wait a certain amount of time for it to be filled up to 10 players. If the wait duration goes above a certain limit, the custom game session will be cancelled.Custom games hosted on dedicated servers will not be listed and will be accessed by invitation only, after the lobby is created.Custom matches that aren't held on dedicated servers (LAN or peer-to-peer) will be listed in a server browser.That's not everything, though. Ubisoft also detailed the general improvements to gameplay and online experience in Rainbow Six: Siege after the closed beta event. Matchmaking and downtime between matches were improved, for example:
MATCHMAKING: Multiple long-term improvements
Thanks to all the data gathered during the Closed Beta, we have decided to remove some unnecessary complexities of the underlying matchmaking systems, while preserving our core values of matching players based on (not sorted by priority) their skill, account level, network performance and geographical location. We’re not ready to release the details until a couple more tests have been run, but we’ve seen very significant improvements in matchmaking times.ONLINE MULTIPLAYER: Downtime between rounds reduced by about 30 seconds
All end-of-round reports (meter and scoreboard) are now removed. Scoreboard can be accessed from the Operator selection screen.Best of 5 for unranked matches, 6 rounds + best of 3 overtime for ranked matches.[Unranked Only] Objective and insertion point voting for ATK and DEF removed, and will be random. The game will communicate the spawn location during the operator loading screen.Finally, balancing tweaks include a nerf to shield operators and adjustments to Pulse.
Operators
SHIELD OPERATORS: Reduced hipfire accuracy plus other small balancing tweaks
Laser sight bonus reduction will decrease the efficiency of hip firingDispersion increased by 2.5x while hip firing with a shield equippedDispersion further increased up to 5x while taking fire on the shield.PULSE: Cardiac Sensor has been polished for greater player comfort
Added 3D visual Feedback on the screen with a 'sonar style' feel. This should increase navigational comfort for players while using Pulse. We also increased the refresh-rate of detection and accelerated the booting of the device.IQ: Increased the range of detection for the EDD to 15m. We didn't want to increase too much or else the player would detect too many gadgets at one time, making the situation difficult to read.
BANDIT: Increased damage given by electrified gadgets and reduced visual audio feedback for rival team. Opponents will need to be closer to detect. Increased damage values are not yet final.
Weapons & Gadgets
416-C: Increased recoil to be on par with other rifles
Shooting Mechanics
GRIPS: Reduced recoil reduction bonus
During Closed Beta, adding a grip to a firearm lowered recoil by 40%. Now it is lowered by only 25%.LASER SIGHTS: Reduced the accuracy bonus
During Closed Beta, laser sights gave firearms a 40% accuracy bonus, which we've reduced to around 23%.These changes are meant to reduce the overall effectiveness of hipfiring, and encourage more tactical, purposeful shooting in ADS.
Rainbow Six: Siege is set for release on December 1 for PC, PlayStation 4 and Xbox One; check out the official system requirements.